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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/hl2/npc_houndeye.h
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/hl2/npc_houndeye.h')
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diff --git a/mp/src/game/server/hl2/npc_houndeye.h b/mp/src/game/server/hl2/npc_houndeye.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef NPC_HOUNDEYE_H
+#define NPC_HOUNDEYE_H
+#pragma once
+
+
+#include "ai_basenpc.h"
+
+#include "energy_wave.h"
+
+class CNPC_Houndeye : public CAI_BaseNPC
+{
+ DECLARE_CLASS( CNPC_Houndeye, CAI_BaseNPC );
+
+public:
+ void Spawn( void );
+ void Precache( void );
+ Class_T Classify ( void );
+ void HandleAnimEvent( animevent_t *pEvent );
+ float MaxYawSpeed ( void );
+ void WarmUpSound ( void );
+ void AlertSound( void );
+ void DeathSound( const CTakeDamageInfo &info );
+ void WarnSound( void );
+ void PainSound( const CTakeDamageInfo &info );
+ void IdleSound( void );
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+ int GetSoundInterests( void );
+ void SonicAttack( void );
+ void PrescheduleThink( void );
+ void WriteBeamColor ( void );
+ int RangeAttack1Conditions ( float flDot, float flDist );
+ bool FCanActiveIdle ( void );
+ virtual int TranslateSchedule( int scheduleType );
+ Activity NPC_TranslateActivity( Activity eNewActivity );
+ virtual int SelectSchedule( void );
+ bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
+ void NPCThink(void);
+ int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+ void Event_Killed( const CTakeDamageInfo &info );
+ bool IsAnyoneInSquadAttacking( void );
+ void SpeakSentence( int sentenceType );
+
+ float m_flNextSecondaryAttack;
+ bool m_bLoopClockwise;
+
+ CEnergyWave* m_pEnergyWave;
+ float m_flEndEnergyWaveTime;
+
+ bool m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down
+ bool m_fDontBlink;// don't try to open/close eye if this bit is set!
+
+ DEFINE_CUSTOM_AI;
+
+ DECLARE_DATADESC();
+};
+
+
+#endif // NPC_HOUNDEYE_H