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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef HL1_AI_BASENPC_H
#define HL1_AI_BASENPC_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
#include "ai_motor.h"
//=============================================================================
// >> CHL1NPCTalker
//=============================================================================
class CHL1BaseNPC : public CAI_BaseNPC
{
DECLARE_CLASS( CHL1BaseNPC, CAI_BaseNPC );
public:
CHL1BaseNPC( void )
{
}
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
bool ShouldGib( const CTakeDamageInfo &info );
bool CorpseGib( const CTakeDamageInfo &info );
bool HasAlienGibs( void );
bool HasHumanGibs( void );
void Precache( void );
int IRelationPriority( CBaseEntity *pTarget );
bool NoFriendlyFire( void );
void EjectShell( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int iType );
virtual int SelectDeadSchedule();
};
#endif //HL1_AI_BASENPC_H
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