Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_GARGANTUA_H
#define NPC_GARGANTUA_H
#include "hl1_ai_basenpc.h"
class CNPC_Gargantua : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Gargantua, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
Class_T Classify ( void );
float MaxYawSpeed ( void );
int MeleeAttack1Conditions( float flDot, float flDist );
int MeleeAttack2Conditions( float flDot, float flDist );
int RangeAttack1Conditions( float flDot, float flDist );
void HandleAnimEvent( animevent_t *pEvent );
int TranslateSchedule( int scheduleType );
void StartTask( const Task_t *pTask );
void RunTask ( const Task_t *pTask );
bool CanBecomeRagdoll() { return false; }
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
/* int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
Schedule_t *GetScheduleOfType( int Type );
void StartTask( Task_t *pTask );
void RunTask( Task_t *pTask );
*/
void PrescheduleThink( void );
void Event_Killed( const CTakeDamageInfo &info );
void DeathEffect( void );
bool ShouldGib( const CTakeDamageInfo &info );
void EyeOff( void );
void EyeOn( int level );
void EyeUpdate( void );
// void Leap( void );
void StompAttack( void );
void FlameCreate( void );
void FlameUpdate( void );
void FlameControls( float angleX, float angleY );
void FlameDestroy( void );
inline BOOL FlameIsOn( void ) { return m_pFlame[0] != NULL; }
void FlameDamage( Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
private:
CBaseEntity* GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
CSprite *m_pEyeGlow; // Glow around the eyes
CBeam *m_pFlame[4]; // Flame beams
int m_eyeBrightness; // Brightness target
float m_seeTime; // Time to attack (when I see the enemy, I set this)
float m_flameTime; // Time of next flame attack
float m_painSoundTime; // Time of next pain sound
float m_streakTime; // streak timer (don't send too many)
float m_flameX; // Flame thrower aim
float m_flameY;
float m_flDmgTime;
};
#endif //NPC_GARGANTUA_H