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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/npc_bullseye.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/npc_bullseye.h')
| -rw-r--r-- | mp/src/game/server/hl2/npc_bullseye.h | 158 |
1 files changed, 79 insertions, 79 deletions
diff --git a/mp/src/game/server/hl2/npc_bullseye.h b/mp/src/game/server/hl2/npc_bullseye.h index ccd4e1f3..9138d011 100644 --- a/mp/src/game/server/hl2/npc_bullseye.h +++ b/mp/src/game/server/hl2/npc_bullseye.h @@ -1,79 +1,79 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef NPC_BULLSEYE_H
-#define NPC_BULLSEYE_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "ai_basenpc.h"
-
-//=========================================================
-// >> CBullseye
-//=========================================================
-class CNPC_Bullseye : public CAI_BaseNPC
-{
- DECLARE_CLASS( CNPC_Bullseye, CAI_BaseNPC );
-
-public:
- CNPC_Bullseye(void);
- ~CNPC_Bullseye();
-
- virtual void Precache( void );
- virtual void Spawn( void );
- virtual void Activate( void );
- virtual void OnRestore( void );
-
- virtual float GetAutoAimRadius() { return m_fAutoaimRadius; }
-
- Class_T Classify( void );
- void Event_Killed( const CTakeDamageInfo &info );
- void DecalTrace( trace_t *pTrace, char const *decalName );
- void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
- bool IsLightDamage( const CTakeDamageInfo &info );
- void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
- int OnTakeDamage( const CTakeDamageInfo &info );
- bool UsePerfectAccuracy( void ) { return m_bPerfectAccuracy; }
-
- bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) { return false; } // force traces to test against hull
-
- void BullseyeThink( void );
- bool CanBecomeRagdoll( void );
-
- void SetPainPartner( CBaseEntity *pOther );
- void InputTargeted( inputdata_t &inputdata );
- void InputReleased( inputdata_t &inputdata );
- bool CanBecomeServerRagdoll( void ) { return false; }
-
- bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
-
-
-protected:
-
- EHANDLE m_hPainPartner; //Entity that the bullseye will pass any damage it take to
- COutputEvent m_OnTargeted;
- COutputEvent m_OnReleased;
- bool m_bPerfectAccuracy; // Entities that shoot at me should be perfectly accurate
- float m_fAutoaimRadius; // How much to influence player's autoaim.
- float m_flMinDistValidEnemy;
-
- DECLARE_DATADESC();
-};
-
-int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength );
-
-#define SF_BULLSEYE_NONSOLID (1 << 16)
-#define SF_BULLSEYE_NODAMAGE (1 << 17)
-#define SF_BULLSEYE_ENEMYDAMAGEONLY (1 << 18)
-#define SF_BULLSEYE_BLEED (1 << 19)
-#define SF_BULLSEYE_PERFECTACC (1 << 20)
-#define SF_BULLSEYE_VPHYSICSSHADOW (1 << 21)
-
-
-#endif // NPC_BULLSEYE_H
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef NPC_BULLSEYE_H +#define NPC_BULLSEYE_H +#ifdef _WIN32 +#pragma once +#endif + +#include "ai_basenpc.h" + +//========================================================= +// >> CBullseye +//========================================================= +class CNPC_Bullseye : public CAI_BaseNPC +{ + DECLARE_CLASS( CNPC_Bullseye, CAI_BaseNPC ); + +public: + CNPC_Bullseye(void); + ~CNPC_Bullseye(); + + virtual void Precache( void ); + virtual void Spawn( void ); + virtual void Activate( void ); + virtual void OnRestore( void ); + + virtual float GetAutoAimRadius() { return m_fAutoaimRadius; } + + Class_T Classify( void ); + void Event_Killed( const CTakeDamageInfo &info ); + void DecalTrace( trace_t *pTrace, char const *decalName ); + void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ); + bool IsLightDamage( const CTakeDamageInfo &info ); + void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); + int OnTakeDamage( const CTakeDamageInfo &info ); + bool UsePerfectAccuracy( void ) { return m_bPerfectAccuracy; } + + bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) { return false; } // force traces to test against hull + + void BullseyeThink( void ); + bool CanBecomeRagdoll( void ); + + void SetPainPartner( CBaseEntity *pOther ); + void InputTargeted( inputdata_t &inputdata ); + void InputReleased( inputdata_t &inputdata ); + bool CanBecomeServerRagdoll( void ) { return false; } + + bool CanBeAnEnemyOf( CBaseEntity *pEnemy ); + + +protected: + + EHANDLE m_hPainPartner; //Entity that the bullseye will pass any damage it take to + COutputEvent m_OnTargeted; + COutputEvent m_OnReleased; + bool m_bPerfectAccuracy; // Entities that shoot at me should be perfectly accurate + float m_fAutoaimRadius; // How much to influence player's autoaim. + float m_flMinDistValidEnemy; + + DECLARE_DATADESC(); +}; + +int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength ); + +#define SF_BULLSEYE_NONSOLID (1 << 16) +#define SF_BULLSEYE_NODAMAGE (1 << 17) +#define SF_BULLSEYE_ENEMYDAMAGEONLY (1 << 18) +#define SF_BULLSEYE_BLEED (1 << 19) +#define SF_BULLSEYE_PERFECTACC (1 << 20) +#define SF_BULLSEYE_VPHYSICSSHADOW (1 << 21) + + +#endif // NPC_BULLSEYE_H + |