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72 lines
2.0 KiB
72 lines
2.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef NPC_HOUNDEYE_H |
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#define NPC_HOUNDEYE_H |
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#pragma once |
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#include "ai_basenpc.h" |
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#include "energy_wave.h" |
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class CNPC_Houndeye : public CAI_BaseNPC |
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{ |
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DECLARE_CLASS( CNPC_Houndeye, CAI_BaseNPC ); |
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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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void HandleAnimEvent( animevent_t *pEvent ); |
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float MaxYawSpeed ( void ); |
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void WarmUpSound ( void ); |
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void AlertSound( void ); |
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void DeathSound( const CTakeDamageInfo &info ); |
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void WarnSound( void ); |
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void PainSound( const CTakeDamageInfo &info ); |
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void IdleSound( void ); |
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void StartTask( const Task_t *pTask ); |
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void RunTask( const Task_t *pTask ); |
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int GetSoundInterests( void ); |
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void SonicAttack( void ); |
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void PrescheduleThink( void ); |
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void WriteBeamColor ( void ); |
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int RangeAttack1Conditions ( float flDot, float flDist ); |
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bool FCanActiveIdle ( void ); |
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virtual int TranslateSchedule( int scheduleType ); |
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Activity NPC_TranslateActivity( Activity eNewActivity ); |
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virtual int SelectSchedule( void ); |
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); |
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void NPCThink(void); |
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int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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void Event_Killed( const CTakeDamageInfo &info ); |
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bool IsAnyoneInSquadAttacking( void ); |
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void SpeakSentence( int sentenceType ); |
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float m_flNextSecondaryAttack; |
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bool m_bLoopClockwise; |
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CEnergyWave* m_pEnergyWave; |
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float m_flEndEnergyWaveTime; |
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bool m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down |
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bool m_fDontBlink;// don't try to open/close eye if this bit is set! |
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DEFINE_CUSTOM_AI; |
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DECLARE_DATADESC(); |
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}; |
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#endif // NPC_HOUNDEYE_H
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