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111 lines
2.7 KiB
111 lines
2.7 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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#ifndef NPC_TURRET_GROUND_H
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#define NPC_TURRET_GROUND_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 "smoke_trail.h"
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//=========================================================
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//=========================================================
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class CNPC_GroundTurret : public CAI_BaseNPC
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{
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public:
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DECLARE_CLASS( CNPC_GroundTurret, CAI_BaseNPC );
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DECLARE_DATADESC();
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void Precache( void );
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virtual void Spawn( void );
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bool CreateVPhysics( void );
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void PrescheduleThink();
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Class_T Classify( void );
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void PostNPCInit();
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// Damage & Death
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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void DeathEffects();
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bool CanBecomeRagdoll( void ) { return false; }
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void DeathSound( const CTakeDamageInfo &info );
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// Combat
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void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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Vector GetAttackSpread( CBaseCombatWeapon *pWeapon, CBaseEntity *pTarget )
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{
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return VECTOR_CONE_5DEGREES;
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}
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// Sensing
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void GatherConditions();
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Vector EyePosition();
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bool FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker );
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bool QuerySeeEntity( CBaseEntity *pEntity, bool bOnlyHateOrFearIfNPC = false );
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bool IsOpeningOrClosing() { return (GetAbsVelocity().z != 0.0f); }
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bool IsEnabled();
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bool IsOpen();
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// Tasks & Schedules
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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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// Activities & Animation
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Activity NPC_TranslateActivity( Activity eNewActivity );
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virtual void Shoot();
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virtual void Scan();
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void ProjectBeam( const Vector &vecStart, const Vector &vecDir, int width, int brightness, float duration );
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// Local
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void SetActive( bool bActive ) {}
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// Inputs
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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// Outputs
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COutputEvent m_OnAreaClear;
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DEFINE_CUSTOM_AI;
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protected:
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//-----------------------------------------------------
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// Conditions, Schedules, Tasks
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//-----------------------------------------------------
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enum
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{
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SCHED_GROUND_TURRET_IDLE = BaseClass::NEXT_SCHEDULE,
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SCHED_GROUND_TURRET_ATTACK,
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TASK_GROUNDTURRET_SCAN = BaseClass::NEXT_TASK,
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};
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int m_iAmmoType;
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SmokeTrail *m_pSmoke;
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bool m_bEnabled;
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float m_flTimeNextShoot;
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float m_flTimeLastSawEnemy;
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Vector m_vecSpread;
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bool m_bHasExploded;
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int m_iDeathSparks;
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float m_flSensingDist;
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bool m_bSeeEnemy;
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float m_flTimeNextPing;
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Vector m_vecClosedPos;
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Vector m_vecLightOffset;
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HSOUNDSCRIPTHANDLE m_ShotSounds;
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};
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#endif //#ifndef NPC_TURRET_GROUND_H
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