//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Expose an IsAHunter function // //=============================================================================// #ifndef NPC_HUNTER_H #define NPC_HUNTER_H #if defined( _WIN32 ) #pragma once #endif class CBaseEntity; /// true if given entity pointer is a hunter. bool Hunter_IsHunter(CBaseEntity *pEnt); // call throughs for member functions void Hunter_StriderBusterAttached( CBaseEntity *pHunter, CBaseEntity *pAttached ); void Hunter_StriderBusterDetached( CBaseEntity *pHunter, CBaseEntity *pAttached ); void Hunter_StriderBusterLaunched( CBaseEntity *pBuster ); #endif