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