Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_BOOMER_H
#define _INCLUDED_ASW_BOOMER_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_alien.h"
#include "ai_blended_movement.h"
#include "util_shared.h"
#include "ai_speech.h"
#include "asw_ai_behavior_chase_enemy.h"
#include "asw_ai_behavior_melee.h"
#include "asw_ai_behavior_explode.h"
class CASW_Boomer : public CAI_ExpresserHostWithData<CASW_BlendedAlien, CAI_Expresser>
{
public:
DECLARE_CLASS( CASW_Boomer, CAI_ExpresserHostWithData );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CASW_Boomer();
virtual void Spawn();
virtual void SetHealthByDifficultyLevel();
virtual void Precache();
virtual float MaxYawSpeed( void );
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_BOOMER; }
virtual int SelectDeadSchedule();
virtual void BuildScheduleTestBits();
virtual bool CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) { return true; }
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual bool CanDoFancyDeath( void );
virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
virtual bool CorpseGib( const CTakeDamageInfo &info );
virtual bool CanBreak() { return true; };
// sounds
virtual void DeathSound( const CTakeDamageInfo &info );
virtual Activity NPC_TranslateActivity( Activity baseAct );
// aim target interface
virtual float GetRadius() { return 34; }
virtual bool CreateBehaviors();
CAI_ASW_ExplodeBehavior m_ExplodeBehavior;
CAI_ASW_ChaseEnemyBehavior m_ChaseEnemyBehavior;
CAI_ASW_MeleeBehavior m_MeleeBehavior;
void SetInflating( bool bInflating ) { m_bInflating = bInflating; }
bool m_bInflating;
CNetworkVar( bool, m_bInflated );
CUtlVector<EHANDLE> m_hMarineAttackers;
private:
protected:
DEFINE_CUSTOM_AI;
};
#endif // _INCLUDED_ASW_BOOMER_H