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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NPC_BUG_HOLE_H
#define NPC_BUG_HOLE_H
#ifdef _WIN32
#pragma once
#endif
class CNPC_Bug_Warrior;
class CNPC_Bug_Builder;
//-----------------------------------------------------------------------------
// Purpose: BUG HOLE
//-----------------------------------------------------------------------------
class CMaker_BugHole : public CNPCMaker
{
DECLARE_CLASS( CMaker_BugHole, CNPCMaker );
public:
CMaker_BugHole( void );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual void Precache( void );
virtual void MakeNPC( void );
virtual void ChildPreSpawn( CAI_BaseNPC *pChild );
virtual void ChildPostSpawn( CAI_BaseNPC *pChild );
virtual void DeathNotice( CBaseEntity *pVictim );
virtual void Event_Killed( const CTakeDamageInfo &info );
// Bug interactions
void BugHoleThink( void );
void SpawnBug( float flTime );
void SpawnWarrior( float flTime );
void SpawnBuilder( float flTime );
void BugHoleUnderAttack( void );
void StartPatrol( void );
void CheckBuilder( void );
void IncomingFleeingBug( CAI_BaseNPC *pBug );
void BugReturned( void );
private:
string_t m_iszNPCClassname_Warrior;
string_t m_iszNPCClassname_Builder;
// Bug pool
int m_iPool;
int m_iMaxPool;
float m_flPoolRegenTime;
float m_flNextSpawnTime;
float m_flNextRegenTime;
// Patrols
int m_iMaxNumberOfPatrollers;
float m_flPatrolTime;
float m_flNextPatrolTime;
string_t m_iszPatrolPathName;
// Builders
int m_iMaxNumberOfBuilders;
// List of bugs I have out there
typedef CHandle<CNPC_Bug_Warrior> WarriorHandle_t;
CUtlVector<WarriorHandle_t> m_aWarriorBugs;
typedef CHandle<CNPC_Bug_Builder> BuilderHandle_t;
CUtlVector<BuilderHandle_t> m_aBuilderBugs;
};
#endif // NPC_BUG_HOLE_H
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