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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/hl2/npc_bullsquid.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/hl2/npc_bullsquid.h')
| -rw-r--r-- | game/server/hl2/npc_bullsquid.h | 74 |
1 files changed, 74 insertions, 0 deletions
diff --git a/game/server/hl2/npc_bullsquid.h b/game/server/hl2/npc_bullsquid.h new file mode 100644 index 0000000..62218b8 --- /dev/null +++ b/game/server/hl2/npc_bullsquid.h @@ -0,0 +1,74 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Base combat character with no AI +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef NPC_BULLSQUID_H +#define NPC_BULLSQUID_H + +#include "ai_basenpc.h" + + +class CNPC_Bullsquid : public CAI_BaseNPC +{ + DECLARE_CLASS( CNPC_Bullsquid, CAI_BaseNPC ); + DECLARE_DATADESC(); + +public: + void Spawn( void ); + void Precache( void ); + Class_T Classify( void ); + + void IdleSound( void ); + void PainSound( const CTakeDamageInfo &info ); + void AlertSound( void ); + void DeathSound( const CTakeDamageInfo &info ); + void AttackSound( void ); + void GrowlSound( void ); + + float MaxYawSpeed ( void ); + + void HandleAnimEvent( animevent_t *pEvent ); + + int RangeAttack1Conditions( float flDot, float flDist ); + int MeleeAttack1Conditions( float flDot, float flDist ); + int MeleeAttack2Conditions( float flDot, float flDist ); + + bool FValidateHintType ( CAI_Hint *pHint ); + void RemoveIgnoredConditions( void ); + Disposition_t IRelationType( CBaseEntity *pTarget ); + int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ); + + int GetSoundInterests ( void ); + void RunAI ( void ); + virtual void OnListened ( void ); + + int SelectSchedule( void ); + bool FInViewCone ( Vector pOrigin ); + + void StartTask ( const Task_t *pTask ); + void RunTask ( const Task_t *pTask ); + + NPC_STATE SelectIdealState ( void ); + + DEFINE_CUSTOM_AI; + +private: + + bool m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time. + float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while. + float m_flNextSpitTime;// last time the bullsquid used the spit attack. + int m_nSquidSpitSprite; + float m_flHungryTime;// set this is a future time to stop the monster from eating for a while. + + float m_nextSquidSoundTime; +}; +#endif // NPC_BULLSQUID_H
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