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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_houndeye.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_houndeye.h')
| -rw-r--r-- | game/server/hl2/npc_houndeye.h | 72 |
1 files changed, 72 insertions, 0 deletions
diff --git a/game/server/hl2/npc_houndeye.h b/game/server/hl2/npc_houndeye.h new file mode 100644 index 0000000..1e7d8ca --- /dev/null +++ b/game/server/hl2/npc_houndeye.h @@ -0,0 +1,72 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef NPC_HOUNDEYE_H +#define NPC_HOUNDEYE_H +#pragma once + + +#include "ai_basenpc.h" + +#include "energy_wave.h" + +class CNPC_Houndeye : public CAI_BaseNPC +{ + DECLARE_CLASS( CNPC_Houndeye, CAI_BaseNPC ); + +public: + void Spawn( void ); + void Precache( void ); + Class_T Classify ( void ); + void HandleAnimEvent( animevent_t *pEvent ); + float MaxYawSpeed ( void ); + void WarmUpSound ( void ); + void AlertSound( void ); + void DeathSound( const CTakeDamageInfo &info ); + void WarnSound( void ); + void PainSound( const CTakeDamageInfo &info ); + void IdleSound( void ); + void StartTask( const Task_t *pTask ); + void RunTask( const Task_t *pTask ); + int GetSoundInterests( void ); + void SonicAttack( void ); + void PrescheduleThink( void ); + void WriteBeamColor ( void ); + int RangeAttack1Conditions ( float flDot, float flDist ); + bool FCanActiveIdle ( void ); + virtual int TranslateSchedule( int scheduleType ); + Activity NPC_TranslateActivity( Activity eNewActivity ); + virtual int SelectSchedule( void ); + bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); + void NPCThink(void); + int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + void Event_Killed( const CTakeDamageInfo &info ); + bool IsAnyoneInSquadAttacking( void ); + void SpeakSentence( int sentenceType ); + + float m_flNextSecondaryAttack; + bool m_bLoopClockwise; + + CEnergyWave* m_pEnergyWave; + float m_flEndEnergyWaveTime; + + 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! + + DEFINE_CUSTOM_AI; + + DECLARE_DATADESC(); +}; + + +#endif // NPC_HOUNDEYE_H |