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Diffstat (limited to 'game/server/tf2/npc_bug_warrior.h')
| -rw-r--r-- | game/server/tf2/npc_bug_warrior.h | 102 |
1 files changed, 102 insertions, 0 deletions
diff --git a/game/server/tf2/npc_bug_warrior.h b/game/server/tf2/npc_bug_warrior.h new file mode 100644 index 0000000..aef1922 --- /dev/null +++ b/game/server/tf2/npc_bug_warrior.h @@ -0,0 +1,102 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef NPC_BUG_WARRIOR_H +#define NPC_BUG_WARRIOR_H +#ifdef _WIN32 +#pragma once +#endif + +#include "AI_BaseNPC.h" + +// Animation events +#define BUG_WARRIOR_AE_MELEE_SOUND1 11 // Start attack sound +#define BUG_WARRIOR_AE_MELEE_HIT1 15 // Melee hit, one arm + +// Attack range definitions +#define BUG_WARRIOR_MELEE1_RANGE 128.0f +#define BUG_WARRIOR_MELEE1_RANGE_MIN 128.0f + +#define BUG_WARRIOR_MODEL "models/npcs/bugs/bug_warrior.mdl" + +class CMaker_BugHole; + +//----------------------------------------------------------------------------- +// Purpose: WARRIOR BUG +//----------------------------------------------------------------------------- +class CNPC_Bug_Warrior : public CAI_BaseNPC +{ + DECLARE_CLASS( CNPC_Bug_Warrior, CAI_BaseNPC ); +public: + CNPC_Bug_Warrior( void ); + + virtual void Spawn( void ); + virtual void Precache( void ); + + virtual int SelectSchedule( void ); + virtual int TranslateSchedule( int scheduleType ); + virtual void StartTask( const Task_t *pTask ); + virtual void RunTask( const Task_t *pTask ); + virtual bool FValidateHintType(CAI_Hint *pHint); + + virtual void HandleAnimEvent( animevent_t *pEvent ); + virtual void IdleSound( void ); + virtual void PainSound( const CTakeDamageInfo &info ); + virtual void AlertSound( void ); + virtual bool HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender ); + + virtual bool ShouldPlayIdleSound( void ); + + virtual int MeleeAttack1Conditions( float flDot, float flDist ); + virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info ); + + virtual Class_T Classify( void ) { return CLASS_ANTLION; } + + virtual float MaxYawSpeed ( void ); + virtual float CalcIdealYaw( const Vector &vecTarget ); + + DECLARE_DATADESC(); + + // Returns true if the bug should flee + bool ShouldFlee( void ); + + // Squad handling + bool IsAlone( void ); + + // BugHole handling + void SetBugHole( CMaker_BugHole *pBugHole ); + void ReturnToBugHole( void ); + void Assist( CAI_BaseNPC *pBug ); + + // Patrolling + bool StartPatrolling( string_t iszPatrolPathName ); + bool IsPatrolling( void ); + +private: + virtual Disposition_t IRelationType( CBaseEntity *pTarget ); + virtual int IRelationPriority( CBaseEntity *pTarget ); + + void Event_Killed( const CTakeDamageInfo &info ); + void MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove ); + + float m_flIdleDelay; + + // BugHole handling + CHandle< CMaker_BugHole > m_hMyBugHole; + CHandle< CAI_BaseNPC > m_hAssistTarget; + + // Patrolling + string_t m_iszPatrolPathName; + int m_iPatrolPoint; + + // Bug's decided he's not fleeing anymore + bool m_bFightingToDeath; + + DEFINE_CUSTOM_AI; +}; + +#endif // NPC_BUG_WARRIOR_H |