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_HOUNDEYE_H
#define NPC_HOUNDEYE_H
#pragma once
#include "hl1_ai_basenpc.h"
#define HOUNDEYE_MAX_ATTACK_RADIUS 384
class CNPC_Houndeye : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Houndeye, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
void Event_Killed( const CTakeDamageInfo &info );
void WarmUpSound ( void );
void AlertSound( void );
void DeathSound( const CTakeDamageInfo &info );
void WarnSound( void );
void PainSound( const CTakeDamageInfo &info );
void IdleSound( void );
float MaxYawSpeed ( void );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
void SonicAttack ( void );
Vector WriteBeamColor( void );
bool ShouldGoToIdleState( void );
bool FValidateHintType ( CAI_Hint *pHint );
void SetActivity ( Activity NewActivity );
void StartTask( const Task_t *pTask );
void RunTask ( const Task_t *pTask );
void PrescheduleThink ( void );
int TranslateSchedule( int scheduleType );
int SelectSchedule( void );
float FLSoundVolume( CSound *pSound );
int RangeAttack1Conditions ( float flDot, float flDist );
void StartNPC ( void );
virtual float InnateRange1MinRange( void ) { return 0.0f; }
virtual float InnateRange1MaxRange( void ) { return HOUNDEYE_MAX_ATTACK_RADIUS; }
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
private:
int SquadRecruit( int searchRadius, int maxMembers );
int m_iSpriteTexture;
bool m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down
bool m_fDontBlink;// don't try to open/close eye if this bit is set!
Vector m_vecPackCenter; // the center of the pack. The leader maintains this by averaging the origins of all pack members.
};
#endif // NPC_HOUNDEYE_H