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117 lines
2.6 KiB
117 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_HGRUNT_H |
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#define NPC_HGRUNT_H |
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#include "ai_squad.h" |
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#include "hl1_ai_basenpc.h" |
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class CNPC_HGrunt : public CHL1BaseNPC |
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{ |
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DECLARE_CLASS( CNPC_HGrunt, CHL1BaseNPC ); |
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public: |
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void Precache( void ); |
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void Spawn( void ); |
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void JustSpoke( void ); |
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void SpeakSentence( void ); |
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void PrescheduleThink ( void ); |
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bool FOkToSpeak( void ); |
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Class_T Classify ( void ); |
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int RangeAttack1Conditions ( float flDot, float flDist ); |
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int MeleeAttack1Conditions ( float flDot, float flDist ); |
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int RangeAttack2Conditions ( float flDot, float flDist ); |
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Activity NPC_TranslateActivity( Activity eNewActivity ); |
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void ClearAttackConditions( void ); |
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int IRelationPriority( CBaseEntity *pTarget ); |
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int GetGrenadeConditions ( float flDot, float flDist ); |
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bool FCanCheckAttacks( void ); |
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int GetSoundInterests ( void ); |
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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 &inputInfo ); |
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float MaxYawSpeed( void ); |
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void IdleSound( void ); |
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void CheckAmmo ( void ); |
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CBaseEntity *Kick( void ); |
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Vector Weapon_ShootPosition( void ); |
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void HandleAnimEvent( animevent_t *pEvent ); |
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void Shoot ( void ); |
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void Shotgun( 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 SelectSchedule( void ); |
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int TranslateSchedule( int scheduleType ); |
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void PainSound( const CTakeDamageInfo &info ); |
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void DeathSound( const CTakeDamageInfo &info ); |
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void SetAim( const Vector &aimDir ); |
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); |
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void StartNPC ( void ); |
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int SquadRecruit( int searchRadius, int maxMembers ); |
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void Event_Killed( const CTakeDamageInfo &info ); |
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static const char *pGruntSentences[]; |
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bool m_bInBarnacleMouth; |
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public: |
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DECLARE_DATADESC(); |
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DEFINE_CUSTOM_AI; |
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private: |
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds, |
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// not every server frame. |
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float m_flNextGrenadeCheck; |
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float m_flNextPainTime; |
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float m_flLastEnemySightTime; |
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float m_flTalkWaitTime; |
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Vector m_vecTossVelocity; |
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int m_iLastGrenadeCondition; |
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bool m_fStanding; |
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bool m_fFirstEncounter;// only put on the handsign show in the squad's first encounter. |
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int m_iClipSize; |
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int m_voicePitch; |
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int m_iSentence; |
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float m_flCheckAttackTime; |
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int m_iAmmoType; |
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int m_iWeapons; |
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}; |
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#endif |