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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NPC_BUG_BUILDER_H
#define NPC_BUG_BUILDER_H
#ifdef _WIN32
#pragma once
#endif
#include "AI_BaseNPC.h"
#define BUG_BUILDER_MODEL "models/npcs/bugs/bug_builder.mdl"
class CMaker_BugHole;
//-----------------------------------------------------------------------------
// Purpose: BUILDER BUG
//-----------------------------------------------------------------------------
class CNPC_Bug_Builder : public CAI_BaseNPC
{
DECLARE_CLASS( CNPC_Bug_Builder, CAI_BaseNPC );
public:
CNPC_Bug_Builder( void );
virtual void Spawn( void );
virtual void Precache( void );
virtual int SelectSchedule( void );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual float MaxYawSpeed( void );
virtual void HandleAnimEvent( animevent_t *pEvent );
virtual void IdleSound( void );
virtual void PainSound( const CTakeDamageInfo &info );
virtual void AlertSound( void );
virtual bool FValidateHintType(CAI_Hint *pHint);
virtual bool ShouldPlayIdleSound( void );
virtual Class_T Classify( void ) { return CLASS_ANTLION; }
virtual int GetSoundInterests( void ) { return 0; }
DECLARE_DATADESC();
// BugHole handling
void SetBugHole( CMaker_BugHole *pBugHole );
void ReturnToBugHole( void );
private:
virtual Disposition_t IRelationType( CBaseEntity *pTarget );
void Event_Killed( const CTakeDamageInfo &info );
float m_flIdleDelay;
float m_flNextDawdle;
// BugHole handling
CHandle< CMaker_BugHole > m_hMyBugHole;
DEFINE_CUSTOM_AI;
};
#endif // NPC_BUG_BUILDER_H
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