//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Base combat character with no AI // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #ifndef HL1_AI_BASENPC_H #define HL1_AI_BASENPC_H #ifdef _WIN32 #pragma once #endif #include "ai_basenpc.h" #include "ai_motor.h" //============================================================================= // >> CHL1NPCTalker //============================================================================= class CHL1BaseNPC : public CAI_BaseNPC { DECLARE_CLASS( CHL1BaseNPC, CAI_BaseNPC ); public: CHL1BaseNPC( void ) { } void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); bool ShouldGib( const CTakeDamageInfo &info ); bool CorpseGib( const CTakeDamageInfo &info ); bool HasAlienGibs( void ); bool HasHumanGibs( void ); void Precache( void ); int IRelationPriority( CBaseEntity *pTarget ); bool NoFriendlyFire( void ); void EjectShell( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int iType ); virtual int SelectDeadSchedule(); }; #endif //HL1_AI_BASENPC_H