Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_HARVESTER_H
#define _INCLUDED_ASW_HARVESTER_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_alien.h"
#include "ai_blended_movement.h"
#include "util_shared.h"
#include "ai_speech.h"
//typedef CAI_BlendingHost< CAI_BehaviorHost<CASW_BlendedAlien> > CAI_DroneBase;
class CASW_Door;
class CASW_Drone_Movement;
class CASW_Parasite;
class CASW_Harvester : public CAI_ExpresserHostWithData<CASW_BlendedAlien, CAI_Expresser>
{
public:
DECLARE_CLASS( CASW_Harvester, CAI_ExpresserHostWithData );
DECLARE_DATADESC();
CASW_Harvester( void );
virtual ~CASW_Harvester( void );
void Spawn();
void Precache();
float GetIdealSpeed() const;
float GetIdealAccel( ) const;
float MaxYawSpeed( void );
//virtual float GetSequenceGroundSpeed( int iSequence );
//virtual void NPCThink();
Class_T Classify( void ) { return (Class_T) CLASS_ASW_HARVESTER; }
//void HandleAnimEvent( animevent_t *pEvent );
//bool CorpseGib( const CTakeDamageInfo &info );
//bool ShouldGib( const CTakeDamageInfo &info );
virtual bool OverrideMoveFacing( const AILocalMoveGoal_t &move, float flInterval );
virtual int SelectSchedule();
virtual int SelectHarvesterCombatSchedule();
virtual int SelectDeadSchedule();
virtual void BuildScheduleTestBits();
virtual int SelectFlinchSchedule_ASW();
virtual bool ShouldGib( const CTakeDamageInfo &info );
virtual int TranslateSchedule( int scheduleType );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual void NPCThink();
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
virtual float InnateRange1MinRange( void );
virtual float InnateRange1MaxRange( void );
virtual int RangeAttack1Conditions( float flDot, float flDist );
virtual bool FCanCheckAttacks();
virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
virtual void HandleAnimEvent( animevent_t *pEvent );
CAI_BaseNPC* SpawnAlien();
virtual void ChildAlienKilled(CASW_Alien* pAlien);
virtual void StartTouch( CBaseEntity *pOther );
// sounds
virtual void PainSound( const CTakeDamageInfo &info );
virtual void AlertSound();
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void AttackSound();
virtual void IdleSound();
virtual bool ShouldPlayIdleSound();
virtual bool IsHeavyDamage( const CTakeDamageInfo &info );
virtual bool CanBePushedAway();
float m_fLastLayTime; // last time we laid a critter
int m_iCrittersAlive; // how many spawned critters we currently have
float m_fLastTouchHurtTime;
float m_fGibTime;
float m_flIdleDelay;
static float s_fNextSpawnSoundTime;
static float s_fNextPainSoundTime;
private:
DEFINE_CUSTOM_AI;
};
enum
{
SCHED_ASW_HARVESTER_LAY_CRITTER = LAST_ASW_ALIEN_SHARED_SCHEDULE,
LAST_ASW_HARVESTER_SHARED_SCHEDULE,
};
enum
{
TASK_LAY_CRITTER = LAST_ASW_ALIEN_SHARED_TASK,
LAST_ASW_HARVESTER_SHARED_TASK,
};
#endif //_INCLUDED_ASW_HARVESTER_H