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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_npc_houndeye.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_npc_houndeye.h')
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#ifndef NPC_HOUNDEYE_H
+#define NPC_HOUNDEYE_H
+#pragma once
+
+#include "hl1_ai_basenpc.h"
+#define HOUNDEYE_MAX_ATTACK_RADIUS 384
+
+class CNPC_Houndeye : public CHL1BaseNPC
+{
+ DECLARE_CLASS( CNPC_Houndeye, CHL1BaseNPC );
+
+public:
+ void Spawn( void );
+ void Precache( void );
+
+ void Event_Killed( const CTakeDamageInfo &info );
+
+ void WarmUpSound ( void );
+ void AlertSound( void );
+ void DeathSound( const CTakeDamageInfo &info );
+ void WarnSound( void );
+ void PainSound( const CTakeDamageInfo &info );
+ void IdleSound( void );
+
+ float MaxYawSpeed ( void );
+
+ Class_T Classify ( void );
+
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ void SonicAttack ( void );
+
+ Vector WriteBeamColor( void );
+ bool ShouldGoToIdleState( void );
+ bool FValidateHintType ( CAI_Hint *pHint );
+
+ void SetActivity ( Activity NewActivity );
+
+ void StartTask( const Task_t *pTask );
+ void RunTask ( const Task_t *pTask );
+ void PrescheduleThink ( void );
+
+ int TranslateSchedule( int scheduleType );
+ int SelectSchedule( void );
+
+ float FLSoundVolume( CSound *pSound );
+ int RangeAttack1Conditions ( float flDot, float flDist );
+
+ void StartNPC ( void );
+
+ virtual float InnateRange1MinRange( void ) { return 0.0f; }
+ virtual float InnateRange1MaxRange( void ) { return HOUNDEYE_MAX_ATTACK_RADIUS; }
+
+ DEFINE_CUSTOM_AI;
+ DECLARE_DATADESC();
+
+private:
+ int SquadRecruit( int searchRadius, int maxMembers );
+
+ int m_iSpriteTexture;
+ bool m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down
+ bool m_fDontBlink;// don't try to open/close eye if this bit is set!
+ Vector m_vecPackCenter; // the center of the pack. The leader maintains this by averaging the origins of all pack members.
+};
+
+#endif // NPC_HOUNDEYE_H \ No newline at end of file