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115 lines
2.9 KiB
115 lines
2.9 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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#ifndef NPC_STALKER_H |
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#define NPC_STALKER_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "ai_basenpc.h" |
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#include "entityoutput.h" |
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#include "ai_behavior.h" |
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#include "ai_behavior_actbusy.h" |
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class CBeam; |
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class CSprite; |
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class CScriptedTarget; |
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typedef CAI_BehaviorHost<CAI_BaseNPC> CAI_BaseStalker; |
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class CNPC_Stalker : public CAI_BaseStalker |
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{ |
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DECLARE_CLASS( CNPC_Stalker, CAI_BaseStalker ); |
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public: |
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float m_flNextAttackSoundTime; |
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float m_flNextBreatheSoundTime; |
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float m_flNextScrambleSoundTime; |
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float m_flNextNPCThink; |
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// ------------------------------ |
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// Laser Beam |
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// ------------------------------ |
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int m_eBeamPower; |
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Vector m_vLaserDir; |
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Vector m_vLaserTargetPos; |
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float m_fBeamEndTime; |
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float m_fBeamRechargeTime; |
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float m_fNextDamageTime; |
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float m_nextSmokeTime; |
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float m_bPlayingHitWall; |
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float m_bPlayingHitFlesh; |
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CBeam* m_pBeam; |
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CSprite* m_pLightGlow; |
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int m_iPlayerAggression; |
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float m_flNextScreamTime; |
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void KillAttackBeam(void); |
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void DrawAttackBeam(void); |
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void CalcBeamPosition(void); |
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Vector LaserStartPosition(Vector vStalkerPos); |
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Vector m_vLaserCurPos; // Last position successfully burned |
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bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions ); |
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// ------------------------------ |
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// Dormancy |
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// ------------------------------ |
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CAI_Schedule* WakeUp(void); |
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void GoDormant(void); |
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public: |
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void Spawn( void ); |
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void Precache( void ); |
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bool CreateBehaviors(); |
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float MaxYawSpeed( void ); |
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Class_T Classify ( void ); |
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void PrescheduleThink(); |
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bool IsValidEnemy( CBaseEntity *pEnemy ); |
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void StartTask( const Task_t *pTask ); |
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void RunTask( const Task_t *pTask ); |
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virtual int SelectSchedule ( void ); |
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virtual int TranslateSchedule( int scheduleType ); |
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int OnTakeDamage_Alive( const CTakeDamageInfo &info ); |
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void OnScheduleChange(); |
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void StalkerThink(void); |
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void NotifyDeadFriend( CBaseEntity *pFriend ); |
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int MeleeAttack1Conditions ( float flDot, float flDist ); |
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int RangeAttack1Conditions ( float flDot, float flDist ); |
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void HandleAnimEvent( animevent_t *pEvent ); |
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bool FValidateHintType(CAI_Hint *pHint); |
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Activity GetHintActivity( short sHintType, Activity HintsActivity ); |
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float GetHintDelay( short sHintType ); |
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void IdleSound( void ); |
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void DeathSound( const CTakeDamageInfo &info ); |
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void PainSound( const CTakeDamageInfo &info ); |
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void Event_Killed( const CTakeDamageInfo &info ); |
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void DoSmokeEffect( const Vector &position ); |
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void AddZigZagToPath(void); |
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void StartAttackBeam(); |
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void UpdateAttackBeam(); |
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CNPC_Stalker(void); |
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DECLARE_DATADESC(); |
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DEFINE_CUSTOM_AI; |
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private: |
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CAI_ActBusyBehavior m_ActBusyBehavior; |
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}; |
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#endif // NPC_STALKER_H
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