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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/hl2/npc_bullsquid.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/hl2/npc_bullsquid.h')
-rw-r--r--mp/src/game/server/hl2/npc_bullsquid.h146
1 files changed, 73 insertions, 73 deletions
diff --git a/mp/src/game/server/hl2/npc_bullsquid.h b/mp/src/game/server/hl2/npc_bullsquid.h
index ec1bb1c4..62218b8d 100644
--- a/mp/src/game/server/hl2/npc_bullsquid.h
+++ b/mp/src/game/server/hl2/npc_bullsquid.h
@@ -1,74 +1,74 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Base combat character with no AI
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef NPC_BULLSQUID_H
-#define NPC_BULLSQUID_H
-
-#include "ai_basenpc.h"
-
-
-class CNPC_Bullsquid : public CAI_BaseNPC
-{
- DECLARE_CLASS( CNPC_Bullsquid, CAI_BaseNPC );
- DECLARE_DATADESC();
-
-public:
- void Spawn( void );
- void Precache( void );
- Class_T Classify( void );
-
- void IdleSound( void );
- void PainSound( const CTakeDamageInfo &info );
- void AlertSound( void );
- void DeathSound( const CTakeDamageInfo &info );
- void AttackSound( void );
- void GrowlSound( void );
-
- float MaxYawSpeed ( void );
-
- void HandleAnimEvent( animevent_t *pEvent );
-
- int RangeAttack1Conditions( float flDot, float flDist );
- int MeleeAttack1Conditions( float flDot, float flDist );
- int MeleeAttack2Conditions( float flDot, float flDist );
-
- bool FValidateHintType ( CAI_Hint *pHint );
- void RemoveIgnoredConditions( void );
- Disposition_t IRelationType( CBaseEntity *pTarget );
- int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
-
- int GetSoundInterests ( void );
- void RunAI ( void );
- virtual void OnListened ( void );
-
- int SelectSchedule( void );
- bool FInViewCone ( Vector pOrigin );
-
- void StartTask ( const Task_t *pTask );
- void RunTask ( const Task_t *pTask );
-
- NPC_STATE SelectIdealState ( void );
-
- DEFINE_CUSTOM_AI;
-
-private:
-
- bool m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
- float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
- float m_flNextSpitTime;// last time the bullsquid used the spit attack.
- int m_nSquidSpitSprite;
- float m_flHungryTime;// set this is a future time to stop the monster from eating for a while.
-
- float m_nextSquidSoundTime;
-};
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Base combat character with no AI
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef NPC_BULLSQUID_H
+#define NPC_BULLSQUID_H
+
+#include "ai_basenpc.h"
+
+
+class CNPC_Bullsquid : public CAI_BaseNPC
+{
+ DECLARE_CLASS( CNPC_Bullsquid, CAI_BaseNPC );
+ DECLARE_DATADESC();
+
+public:
+ void Spawn( void );
+ void Precache( void );
+ Class_T Classify( void );
+
+ void IdleSound( void );
+ void PainSound( const CTakeDamageInfo &info );
+ void AlertSound( void );
+ void DeathSound( const CTakeDamageInfo &info );
+ void AttackSound( void );
+ void GrowlSound( void );
+
+ float MaxYawSpeed ( void );
+
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ int RangeAttack1Conditions( float flDot, float flDist );
+ int MeleeAttack1Conditions( float flDot, float flDist );
+ int MeleeAttack2Conditions( float flDot, float flDist );
+
+ bool FValidateHintType ( CAI_Hint *pHint );
+ void RemoveIgnoredConditions( void );
+ Disposition_t IRelationType( CBaseEntity *pTarget );
+ int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
+
+ int GetSoundInterests ( void );
+ void RunAI ( void );
+ virtual void OnListened ( void );
+
+ int SelectSchedule( void );
+ bool FInViewCone ( Vector pOrigin );
+
+ void StartTask ( const Task_t *pTask );
+ void RunTask ( const Task_t *pTask );
+
+ NPC_STATE SelectIdealState ( void );
+
+ DEFINE_CUSTOM_AI;
+
+private:
+
+ bool m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
+ float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
+ float m_flNextSpitTime;// last time the bullsquid used the spit attack.
+ int m_nSquidSpitSprite;
+ float m_flHungryTime;// set this is a future time to stop the monster from eating for a while.
+
+ float m_nextSquidSoundTime;
+};
#endif // NPC_BULLSQUID_H \ No newline at end of file