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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_bullsquid.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_bullsquid.h')
| -rw-r--r-- | mp/src/game/server/hl2/npc_bullsquid.h | 146 |
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 |