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73 lines
1.9 KiB
73 lines
1.9 KiB
3 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef NPC_HOUNDEYE_H
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#define NPC_HOUNDEYE_H
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#pragma once
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#include "hl1_ai_basenpc.h"
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#define HOUNDEYE_MAX_ATTACK_RADIUS 384
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class CNPC_Houndeye : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_Houndeye, CHL1BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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void Event_Killed( const CTakeDamageInfo &info );
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void WarmUpSound ( void );
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void AlertSound( void );
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void DeathSound( const CTakeDamageInfo &info );
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void WarnSound( void );
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void PainSound( const CTakeDamageInfo &info );
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void IdleSound( void );
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float MaxYawSpeed ( void );
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Class_T Classify ( void );
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void HandleAnimEvent( animevent_t *pEvent );
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void SonicAttack ( void );
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Vector WriteBeamColor( void );
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bool ShouldGoToIdleState( void );
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bool FValidateHintType ( CAI_Hint *pHint );
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void SetActivity ( Activity NewActivity );
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void StartTask( const Task_t *pTask );
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void RunTask ( const Task_t *pTask );
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void PrescheduleThink ( void );
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int TranslateSchedule( int scheduleType );
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int SelectSchedule( void );
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float FLSoundVolume( CSound *pSound );
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int RangeAttack1Conditions ( float flDot, float flDist );
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void StartNPC ( void );
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virtual float InnateRange1MinRange( void ) { return 0.0f; }
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virtual float InnateRange1MaxRange( void ) { return HOUNDEYE_MAX_ATTACK_RADIUS; }
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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private:
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int SquadRecruit( int searchRadius, int maxMembers );
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int m_iSpriteTexture;
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bool m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down
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bool m_fDontBlink;// don't try to open/close eye if this bit is set!
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Vector m_vecPackCenter; // the center of the pack. The leader maintains this by averaging the origins of all pack members.
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};
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#endif // NPC_HOUNDEYE_H
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