//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Base combat character with no AI // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #include "ai_baseactor.h" #include "npc_playercompanion.h" #include "ai_behavior_holster.h" class CNPC_Alyx : public CNPC_PlayerCompanion { public: DECLARE_CLASS( CNPC_Alyx, CNPC_PlayerCompanion ); bool CreateBehaviors(); void Spawn( void ); void SelectModel(); void Precache( void ); void SetupAlyxWithoutParent( void ); void CreateEmpTool( void ); void PrescheduleThink( void ); Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); Activity NPC_TranslateActivity ( Activity activity ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); bool ShouldLookForBetterWeapon() { return false; } bool IsReadinessCapable() { return false; } void DeathSound( const CTakeDamageInfo &info ); EHANDLE m_hEmpTool; DECLARE_DATADESC(); DEFINE_CUSTOM_AI; };