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91 lines
2.5 KiB
91 lines
2.5 KiB
5 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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#ifndef NPC_ASSASSIN_H
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#define NPC_ASSASSIN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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#include "Sprite.h"
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#include "SpriteTrail.h"
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#include "soundent.h"
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//Eye states
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enum eyeState_t
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{
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ASSASSIN_EYE_SEE_TARGET = 0, //Sees the target, bright and big
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ASSASSIN_EYE_SEEKING_TARGET, //Looking for a target, blinking (bright)
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ASSASSIN_EYE_ACTIVE, //Actively looking
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ASSASSIN_EYE_DORMANT, //Not active
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ASSASSIN_EYE_DEAD, //Completely invisible
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};
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//=========================================================
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//=========================================================
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class CNPC_Assassin : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_Assassin, CAI_BaseNPC );
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// DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CNPC_Assassin( void );
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Class_T Classify( void ) { return CLASS_COMBINE; }
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int GetSoundInterests ( void ) { return (SOUND_WORLD|SOUND_COMBAT|SOUND_PLAYER); }
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int SelectSchedule ( void );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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int RangeAttack1Conditions ( float flDot, float flDist );
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int RangeAttack2Conditions ( float flDot, float flDist );
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void Precache( void );
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void Spawn( void );
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void PrescheduleThink( void );
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void HandleAnimEvent( animevent_t *pEvent );
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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 OnScheduleChange( void );
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void GatherEnemyConditions( CBaseEntity *pEnemy );
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void BuildScheduleTestBits( void );
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void Event_Killed( const CTakeDamageInfo &info );
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bool FValidateHintType ( CAI_Hint *pHint );
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bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const;
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bool MovementCost( int moveType, const Vector &vecStart, const Vector &vecEnd, float *pCost );
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float MaxYawSpeed( void );
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const Vector &GetViewOffset( void );
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private:
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void SetEyeState( eyeState_t state );
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void FirePistol( int hand );
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bool CanFlip( int flipType, Activity &activity, const Vector *avoidPosition );
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int m_nNumFlips;
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int m_nLastFlipType;
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float m_flNextFlipTime; //Next earliest time the assassin can flip again
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float m_flNextLungeTime;
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float m_flNextShotTime;
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bool m_bEvade;
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bool m_bAggressive; // Sets certain state, including whether or not her eye is visible
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bool m_bBlinkState;
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CSprite *m_pEyeSprite;
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CSpriteTrail *m_pEyeTrail;
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DEFINE_CUSTOM_AI;
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};
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#endif // NPC_ASSASSIN_H
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