You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
81 lines
2.0 KiB
81 lines
2.0 KiB
5 years ago
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//
|
||
|
//=============================================================================//
|
||
|
#ifndef NPC_BARNEY_H
|
||
|
#define NPC_BARNEY_H
|
||
|
|
||
|
#include "hl1_npc_talker.h"
|
||
|
|
||
|
//=========================================================
|
||
|
//=========================================================
|
||
|
class CNPC_Barney : public CHL1NPCTalker
|
||
|
{
|
||
|
DECLARE_CLASS( CNPC_Barney, CHL1NPCTalker );
|
||
|
public:
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
|
||
|
|
||
|
void Precache( void );
|
||
|
void Spawn( void );
|
||
|
void TalkInit( void );
|
||
|
|
||
|
void StartTask( const Task_t *pTask );
|
||
|
void RunTask( const Task_t *pTask );
|
||
|
|
||
|
int GetSoundInterests ( void );
|
||
|
Class_T Classify ( void );
|
||
|
void AlertSound( void );
|
||
|
void SetYawSpeed ( void );
|
||
|
|
||
|
bool CheckRangeAttack1 ( float flDot, float flDist );
|
||
|
void BarneyFirePistol ( void );
|
||
|
|
||
|
int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
|
||
|
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
|
||
|
void Event_Killed( const CTakeDamageInfo &info );
|
||
|
|
||
|
void PainSound( const CTakeDamageInfo &info );
|
||
|
void DeathSound( const CTakeDamageInfo &info );
|
||
|
|
||
|
void HandleAnimEvent( animevent_t *pEvent );
|
||
|
int TranslateSchedule( int scheduleType );
|
||
|
int SelectSchedule( void );
|
||
|
|
||
|
void DeclineFollowing( void );
|
||
|
|
||
|
bool CanBecomeRagdoll( void );
|
||
|
bool ShouldGib( const CTakeDamageInfo &info );
|
||
|
|
||
|
int RangeAttack1Conditions( float flDot, float flDist );
|
||
|
|
||
|
void SUB_StartLVFadeOut( float delay = 10.0f, bool bNotSolid = true );
|
||
|
void SUB_LVFadeOut( void );
|
||
|
|
||
|
NPC_STATE SelectIdealState ( void );
|
||
|
|
||
|
bool m_fGunDrawn;
|
||
|
float m_flPainTime;
|
||
|
float m_flCheckAttackTime;
|
||
|
bool m_fLastAttackCheck;
|
||
|
|
||
|
int m_iAmmoType;
|
||
|
|
||
|
enum
|
||
|
{
|
||
|
SCHED_BARNEY_FOLLOW = BaseClass::NEXT_SCHEDULE,
|
||
|
SCHED_BARNEY_ENEMY_DRAW,
|
||
|
SCHED_BARNEY_FACE_TARGET,
|
||
|
SCHED_BARNEY_IDLE_STAND,
|
||
|
SCHED_BARNEY_STOP_FOLLOWING,
|
||
|
};
|
||
|
|
||
|
DEFINE_CUSTOM_AI;
|
||
|
};
|
||
|
|
||
|
#endif //NPC_BARNEY_H
|