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Diffstat (limited to 'game/server/hl1/hl1_npc_gargantua.h')
| -rw-r--r-- | game/server/hl1/hl1_npc_gargantua.h | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/game/server/hl1/hl1_npc_gargantua.h b/game/server/hl1/hl1_npc_gargantua.h new file mode 100644 index 0000000..f86484e --- /dev/null +++ b/game/server/hl1/hl1_npc_gargantua.h @@ -0,0 +1,86 @@ +//========= 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
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