//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef NPC_GARGANTUA_H #define NPC_GARGANTUA_H #include "hl1_ai_basenpc.h" class CNPC_Gargantua : public CHL1BaseNPC { DECLARE_CLASS( CNPC_Gargantua, CHL1BaseNPC ); public: void Spawn( void ); void Precache( void ); Class_T Classify ( void ); float MaxYawSpeed ( void ); int MeleeAttack1Conditions( float flDot, float flDist ); int MeleeAttack2Conditions( float flDot, float flDist ); int RangeAttack1Conditions( float flDot, float flDist ); void HandleAnimEvent( animevent_t *pEvent ); int TranslateSchedule( int scheduleType ); void StartTask( const Task_t *pTask ); void RunTask ( const Task_t *pTask ); bool CanBecomeRagdoll() { return false; } void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); /* int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ); void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ); Schedule_t *GetScheduleOfType( int Type ); void StartTask( Task_t *pTask ); void RunTask( Task_t *pTask ); */ void PrescheduleThink( void ); void Event_Killed( const CTakeDamageInfo &info ); void DeathEffect( void ); bool ShouldGib( const CTakeDamageInfo &info ); void EyeOff( void ); void EyeOn( int level ); void EyeUpdate( void ); // void Leap( void ); void StompAttack( void ); void FlameCreate( void ); void FlameUpdate( void ); void FlameControls( float angleX, float angleY ); void FlameDestroy( void ); inline BOOL FlameIsOn( void ) { return m_pFlame[0] != NULL; } void FlameDamage( Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ); DEFINE_CUSTOM_AI; DECLARE_DATADESC(); private: CBaseEntity* GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType); CSprite *m_pEyeGlow; // Glow around the eyes CBeam *m_pFlame[4]; // Flame beams int m_eyeBrightness; // Brightness target float m_seeTime; // Time to attack (when I see the enemy, I set this) float m_flameTime; // Time of next flame attack float m_painSoundTime; // Time of next pain sound float m_streakTime; // streak timer (don't send too many) float m_flameX; // Flame thrower aim float m_flameY; float m_flDmgTime; }; #endif //NPC_GARGANTUA_H