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diff --git a/game/server/hl1/hl1_npc_gargantua.h b/game/server/hl1/hl1_npc_gargantua.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+#ifndef NPC_GARGANTUA_H
+#define NPC_GARGANTUA_H
+
+#include "hl1_ai_basenpc.h"
+
+class CNPC_Gargantua : public CHL1BaseNPC
+{
+ DECLARE_CLASS( CNPC_Gargantua, CHL1BaseNPC );
+public:
+
+ void Spawn( void );
+ void Precache( void );
+ Class_T Classify ( void );
+
+ float MaxYawSpeed ( void );
+
+ int MeleeAttack1Conditions( float flDot, float flDist );
+ int MeleeAttack2Conditions( float flDot, float flDist );
+ int RangeAttack1Conditions( float flDot, float flDist );
+
+ void HandleAnimEvent( animevent_t *pEvent );
+ int TranslateSchedule( int scheduleType );
+
+ void StartTask( const Task_t *pTask );
+ void RunTask ( const Task_t *pTask );
+
+ bool CanBecomeRagdoll() { return false; }
+
+ void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
+ int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+
+/* int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
+ void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
+
+ Schedule_t *GetScheduleOfType( int Type );
+ void StartTask( Task_t *pTask );
+ void RunTask( Task_t *pTask );
+*/
+ void PrescheduleThink( void );
+ void Event_Killed( const CTakeDamageInfo &info );
+ void DeathEffect( void );
+
+ bool ShouldGib( const CTakeDamageInfo &info );
+
+ void EyeOff( void );
+ void EyeOn( int level );
+ void EyeUpdate( void );
+// void Leap( void );
+ void StompAttack( void );
+ void FlameCreate( void );
+ void FlameUpdate( void );
+ void FlameControls( float angleX, float angleY );
+ void FlameDestroy( void );
+ inline BOOL FlameIsOn( void ) { return m_pFlame[0] != NULL; }
+
+ void FlameDamage( Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
+
+
+ DEFINE_CUSTOM_AI;
+ DECLARE_DATADESC();
+
+private:
+ CBaseEntity* GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
+
+ CSprite *m_pEyeGlow; // Glow around the eyes
+ CBeam *m_pFlame[4]; // Flame beams
+
+ int m_eyeBrightness; // Brightness target
+ float m_seeTime; // Time to attack (when I see the enemy, I set this)
+ float m_flameTime; // Time of next flame attack
+ float m_painSoundTime; // Time of next pain sound
+ float m_streakTime; // streak timer (don't send too many)
+ float m_flameX; // Flame thrower aim
+ float m_flameY;
+
+ float m_flDmgTime;
+};
+
+#endif //NPC_GARGANTUA_H \ No newline at end of file