//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Base combat character with no AI // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef HL1_NPC_BARNACLE_H #define HL1_NPC_BARNACLE_H #include "hl1_ai_basenpc.h" #include "rope_physics.h" #define BARNACLE_BODY_HEIGHT 44 // how 'tall' the barnacle's model is. #define BARNACLE_PULL_SPEED 8 #define BARNACLE_KILL_VICTIM_DELAY 5 // how many seconds after pulling prey in to gib them. //========================================================= // Monster's Anim Events Go Here //========================================================= #define BARNACLE_AE_PUKEGIB 2 //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class CNPC_Barnacle : public CHL1BaseNPC { DECLARE_CLASS( CNPC_Barnacle, CHL1BaseNPC ); public: void Spawn( void ); void InitTonguePosition( void ); void Precache( void ); CBaseEntity* TongueTouchEnt ( float *pflLength ); Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); void BarnacleThink ( void ); void WaitTillDead ( void ); void Event_Killed( const CTakeDamageInfo &info ); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); DECLARE_DATADESC(); float m_flAltitude; float m_flKillVictimTime; int m_cGibs;// barnacle loads up on gibs each time it kills something. bool m_fLiftingPrey; float m_flTongueAdj; float m_flIgnoreTouchesUntil; public: DEFINE_CUSTOM_AI; }; #endif //HL1_NPC_BARNACLE_H