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+//========= 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 \ No newline at end of file