//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef NPC_ATTACKCHOPPER_H #define NPC_ATTACKCHOPPER_H #ifdef _WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Creates an avoidance sphere //----------------------------------------------------------------------------- CBaseEntity *CreateHelicopterAvoidanceSphere( CBaseEntity *pParent, int nAttachment, float flRadius, bool bAvoidBelow = false ); // Chopper gibbage void Chopper_BecomeChunks( CBaseEntity *pChopper ); void Chopper_CreateChunk( CBaseEntity *pChopper, const Vector &vecChunkPos, const QAngle &vecChunkAngles, const char *pszChunkName, bool bSmall ); void Chopper_PrecacheChunks( CBaseEntity *pChopper ); #endif // NPC_ATTACKCHOPPER_H