Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_COLONIST_H
#define _INCLUDED_ASW_COLONIST_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_playerally.h"
#include "asw_shareddefs.h"
class CASW_Marine;
class CASW_Alien;
class CASW_Colonist : public CAI_PlayerAlly
{
DECLARE_CLASS( CASW_Colonist, CAI_PlayerAlly );
public:
CASW_Colonist();
virtual ~CASW_Colonist();
void Precache();
void Spawn();
Class_T Classify() { return (Class_T) CLASS_ASW_COLONIST; }
Activity NPC_TranslateActivity( Activity eNewActivity );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual void MeleeBleed(CTakeDamageInfo* info);
bool IsPlayerAlly( CBasePlayer *pPlayer = NULL );
void DeathSound( const CTakeDamageInfo &info );
void TaskFail( AI_TaskFailureCode_t code );
void NPCThink();
void ASWThinkEffects();
float m_fLastASWThink;
// healing
void AddSlowHeal(int iHealAmount, CASW_Marine *pMedic);
bool m_bSlowHeal;
int m_iSlowHealAmount;
float m_fNextSlowHealTick;
// infestation
bool Event_Gibbed( const CTakeDamageInfo &info );
bool ShouldGib( const CTakeDamageInfo &info );
void BecomeInfested(CASW_Alien* pAlien);
void CureInfestation(CASW_Marine *pHealer, float fCureFraction);
bool IsInfested() { return m_bInfested; }
bool IsHeavyDamage( const CTakeDamageInfo &info );
virtual bool HasHumanGibs() { return true; }
float m_fInfestedTime; // how much time left on the infestation
int m_iInfestCycle;
bool m_bInfested;
CHandle<CASW_Marine> m_hInfestationCurer; // the last medic to cure us of some infestation
virtual int SelectSchedule();
virtual int SelectFlinchSchedule_ASW();
Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
bool m_bNotifyNavFailBlocked;
COutputEvent m_OnNavFailBlocked;
private:
DECLARE_DATADESC();
#ifdef _XBOX
protected:
#endif
DEFINE_CUSTOM_AI;
};
//---------------------
#endif // _INCLUDED_ASW_COLONIST_H