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73 lines
2.0 KiB
73 lines
2.0 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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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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 "ai_basenpc.h"
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#include "energy_wave.h"
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class CNPC_Houndeye : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Houndeye, CAI_BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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Class_T Classify ( void );
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void HandleAnimEvent( animevent_t *pEvent );
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float MaxYawSpeed ( void );
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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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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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int GetSoundInterests( void );
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void SonicAttack( void );
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void PrescheduleThink( void );
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void WriteBeamColor ( void );
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int RangeAttack1Conditions ( float flDot, float flDist );
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bool FCanActiveIdle ( void );
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virtual int TranslateSchedule( int scheduleType );
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Activity NPC_TranslateActivity( Activity eNewActivity );
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virtual int SelectSchedule( void );
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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void NPCThink(void);
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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bool IsAnyoneInSquadAttacking( void );
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void SpeakSentence( int sentenceType );
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float m_flNextSecondaryAttack;
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bool m_bLoopClockwise;
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CEnergyWave* m_pEnergyWave;
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float m_flEndEnergyWaveTime;
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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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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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};
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#endif // NPC_HOUNDEYE_H
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