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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl1/hl1_ai_basenpc.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/server/hl1/hl1_ai_basenpc.h')
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Base combat character with no AI
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef HL1_AI_BASENPC_H
+#define HL1_AI_BASENPC_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "ai_basenpc.h"
+#include "ai_motor.h"
+//=============================================================================
+// >> CHL1NPCTalker
+//=============================================================================
+
+class CHL1BaseNPC : public CAI_BaseNPC
+{
+ DECLARE_CLASS( CHL1BaseNPC, CAI_BaseNPC );
+
+public:
+ CHL1BaseNPC( void )
+ {
+
+ }
+
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ bool ShouldGib( const CTakeDamageInfo &info );
+ bool CorpseGib( const CTakeDamageInfo &info );
+
+ bool HasAlienGibs( void );
+ bool HasHumanGibs( void );
+
+ void Precache( void );
+
+ int IRelationPriority( CBaseEntity *pTarget );
+ bool NoFriendlyFire( void );
+
+ void EjectShell( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int iType );
+
+ virtual int SelectDeadSchedule();
+};
+
+#endif //HL1_AI_BASENPC_H