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116 lines
2.9 KiB
116 lines
2.9 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_STALKER_H
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#define NPC_STALKER_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 "entityoutput.h"
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#include "ai_behavior.h"
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#include "ai_behavior_actbusy.h"
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class CBeam;
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class CSprite;
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class CScriptedTarget;
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typedef CAI_BehaviorHost<CAI_BaseNPC> CAI_BaseStalker;
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class CNPC_Stalker : public CAI_BaseStalker
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{
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DECLARE_CLASS( CNPC_Stalker, CAI_BaseStalker );
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public:
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float m_flNextAttackSoundTime;
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float m_flNextBreatheSoundTime;
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float m_flNextScrambleSoundTime;
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float m_flNextNPCThink;
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// ------------------------------
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// Laser Beam
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// ------------------------------
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int m_eBeamPower;
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Vector m_vLaserDir;
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Vector m_vLaserTargetPos;
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float m_fBeamEndTime;
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float m_fBeamRechargeTime;
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float m_fNextDamageTime;
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float m_nextSmokeTime;
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float m_bPlayingHitWall;
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float m_bPlayingHitFlesh;
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CBeam* m_pBeam;
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CSprite* m_pLightGlow;
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int m_iPlayerAggression;
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float m_flNextScreamTime;
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void KillAttackBeam(void);
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void DrawAttackBeam(void);
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void CalcBeamPosition(void);
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Vector LaserStartPosition(Vector vStalkerPos);
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Vector m_vLaserCurPos; // Last position successfully burned
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bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
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// ------------------------------
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// Dormancy
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// ------------------------------
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CAI_Schedule* WakeUp(void);
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void GoDormant(void);
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public:
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void Spawn( void );
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void Precache( void );
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bool CreateBehaviors();
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float MaxYawSpeed( void );
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Class_T Classify ( void );
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void PrescheduleThink();
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bool IsValidEnemy( CBaseEntity *pEnemy );
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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virtual int SelectSchedule ( void );
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virtual int TranslateSchedule( int scheduleType );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void OnScheduleChange();
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void StalkerThink(void);
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void NotifyDeadFriend( CBaseEntity *pFriend );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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int RangeAttack1Conditions ( float flDot, float flDist );
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void HandleAnimEvent( animevent_t *pEvent );
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bool FValidateHintType(CAI_Hint *pHint);
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Activity GetHintActivity( short sHintType, Activity HintsActivity );
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float GetHintDelay( short sHintType );
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void IdleSound( void );
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void DeathSound( const CTakeDamageInfo &info );
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void PainSound( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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void DoSmokeEffect( const Vector &position );
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void AddZigZagToPath(void);
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void StartAttackBeam();
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void UpdateAttackBeam();
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CNPC_Stalker(void);
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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private:
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CAI_ActBusyBehavior m_ActBusyBehavior;
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};
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#endif // NPC_STALKER_H
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