Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_BASE_SPAWNER_H
#define _INCLUDED_ASW_BASE_SPAWNER_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "iasw_spawnable_npc.h"
#include "asw_shareddefs.h"
class CASW_Alien;
class CASW_Buzzer;
class IASW_Spawnable_NPC;
//===============================================
// Base alien spawner
//===============================================
class CASW_Base_Spawner : public CBaseEntity
{
public:
DECLARE_CLASS( CASW_Base_Spawner, CBaseEntity );
DECLARE_DATADESC();
CASW_Base_Spawner();
virtual ~CASW_Base_Spawner();
virtual void Spawn();
virtual void Precache();
virtual IASW_Spawnable_NPC* SpawnAlien( const char *szAlienClassName, const Vector &vecHullMins, const Vector &vecHullMaxs );
void RemoveObstructingProps( CBaseEntity *pChild );
virtual bool CanSpawn( const Vector &vecHullMins, const Vector &vecHullMaxs );
CBaseEntity* GetOrderTarget();
bool MoveSpawnableTo(IASW_Spawnable_NPC* pAlien, CBaseEntity* pGoalEnt, bool bIgnoreMarines);
virtual void AlienKilled( CBaseEntity *pVictim ) { }
CBaseEntity* GetAlienOrderTarget();
bool IsValidOnThisSkillLevel();
bool HasRecentlySpawned( float flRecent = 1.0f );
bool IsEnabled() { return m_bEnabled; }
// inputs
virtual void InputEnable( inputdata_t &inputdata );
virtual void InputDisable( inputdata_t &inputdata );
virtual void InputToggleEnabled( inputdata_t &inputdata );
protected:
// spawn if a marine is inside this radius or not?
bool m_bSpawnIfMarinesAreNear;
float m_flNearDistance;
// burrowing
string_t m_UnburrowIdleActivity;
string_t m_UnburrowActivity;
bool m_bStartBurrowed;
// skill level
int m_iMinSkillLevel;
int m_iMaxSkillLevel;
// give the alien this order when it spawns
AlienOrder_t m_AlienOrders;
string_t m_AlienOrderTargetName; // name of our moveto target
string_t m_AlienName; // name given to spawned aliens
EHANDLE m_hAlienOrderTarget;
// outputs
COutputEvent m_OnSpawned;
bool m_bLongRangeNPC; // NPC can see twice as far?
bool m_bCheckSpawnIsClear;
int m_iMoveAsideCount;
float m_flLastSpawnTime;
bool m_bEnabled;
};
#define ASW_SF_ALWAYS_INFINITE 1
#define ASW_SF_NO_UBER 2
#define ASW_SF_NEVER_SLEEP 4
#endif /* _INCLUDED_ASW_BASE_SPAWNER_H */