//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Base combat character with no AI // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef NPC_BULLSQUID_H #define NPC_BULLSQUID_H #include "ai_basenpc.h" class CNPC_Bullsquid : public CAI_BaseNPC { DECLARE_CLASS( CNPC_Bullsquid, CAI_BaseNPC ); DECLARE_DATADESC(); public: void Spawn( void ); void Precache( void ); Class_T Classify( void ); void IdleSound( void ); void PainSound( const CTakeDamageInfo &info ); void AlertSound( void ); void DeathSound( const CTakeDamageInfo &info ); void AttackSound( void ); void GrowlSound( void ); float MaxYawSpeed ( void ); void HandleAnimEvent( animevent_t *pEvent ); int RangeAttack1Conditions( float flDot, float flDist ); int MeleeAttack1Conditions( float flDot, float flDist ); int MeleeAttack2Conditions( float flDot, float flDist ); bool FValidateHintType ( CAI_Hint *pHint ); void RemoveIgnoredConditions( void ); Disposition_t IRelationType( CBaseEntity *pTarget ); int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ); int GetSoundInterests ( void ); void RunAI ( void ); virtual void OnListened ( void ); int SelectSchedule( void ); bool FInViewCone ( Vector pOrigin ); void StartTask ( const Task_t *pTask ); void RunTask ( const Task_t *pTask ); NPC_STATE SelectIdealState ( void ); DEFINE_CUSTOM_AI; private: bool m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time. float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while. float m_flNextSpitTime;// last time the bullsquid used the spit attack. int m_nSquidSpitSprite; float m_flHungryTime;// set this is a future time to stop the monster from eating for a while. float m_nextSquidSoundTime; }; #endif // NPC_BULLSQUID_H