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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_houndeye.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_houndeye.h')
| -rw-r--r-- | mp/src/game/server/hl2/npc_houndeye.h | 144 |
1 files changed, 72 insertions, 72 deletions
diff --git a/mp/src/game/server/hl2/npc_houndeye.h b/mp/src/game/server/hl2/npc_houndeye.h index 8e12ca85..1e7d8ca3 100644 --- a/mp/src/game/server/hl2/npc_houndeye.h +++ b/mp/src/game/server/hl2/npc_houndeye.h @@ -1,72 +1,72 @@ -//========= 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
+//========= 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 |