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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_stalker.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_stalker.h')
-rw-r--r--mp/src/game/server/hl2/npc_stalker.h230
1 files changed, 115 insertions, 115 deletions
diff --git a/mp/src/game/server/hl2/npc_stalker.h b/mp/src/game/server/hl2/npc_stalker.h
index 176c8e3a..dc2c08e5 100644
--- a/mp/src/game/server/hl2/npc_stalker.h
+++ b/mp/src/game/server/hl2/npc_stalker.h
@@ -1,115 +1,115 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef NPC_STALKER_H
-#define NPC_STALKER_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "ai_basenpc.h"
-#include "entityoutput.h"
-#include "ai_behavior.h"
-#include "ai_behavior_actbusy.h"
-
-class CBeam;
-class CSprite;
-class CScriptedTarget;
-
-typedef CAI_BehaviorHost<CAI_BaseNPC> CAI_BaseStalker;
-
-class CNPC_Stalker : public CAI_BaseStalker
-{
- DECLARE_CLASS( CNPC_Stalker, CAI_BaseStalker );
-
-public:
- float m_flNextAttackSoundTime;
- float m_flNextBreatheSoundTime;
- float m_flNextScrambleSoundTime;
- float m_flNextNPCThink;
-
- // ------------------------------
- // Laser Beam
- // ------------------------------
- int m_eBeamPower;
- Vector m_vLaserDir;
- Vector m_vLaserTargetPos;
- float m_fBeamEndTime;
- float m_fBeamRechargeTime;
- float m_fNextDamageTime;
- float m_nextSmokeTime;
- float m_bPlayingHitWall;
- float m_bPlayingHitFlesh;
- CBeam* m_pBeam;
- CSprite* m_pLightGlow;
- int m_iPlayerAggression;
- float m_flNextScreamTime;
-
- void KillAttackBeam(void);
- void DrawAttackBeam(void);
- void CalcBeamPosition(void);
- Vector LaserStartPosition(Vector vStalkerPos);
-
- Vector m_vLaserCurPos; // Last position successfully burned
- bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
-
- // ------------------------------
- // Dormancy
- // ------------------------------
- CAI_Schedule* WakeUp(void);
- void GoDormant(void);
-
-public:
- void Spawn( void );
- void Precache( void );
- bool CreateBehaviors();
- float MaxYawSpeed( void );
- Class_T Classify ( void );
-
- void PrescheduleThink();
-
- bool IsValidEnemy( CBaseEntity *pEnemy );
-
- void StartTask( const Task_t *pTask );
- void RunTask( const Task_t *pTask );
- virtual int SelectSchedule ( void );
- virtual int TranslateSchedule( int scheduleType );
- int OnTakeDamage_Alive( const CTakeDamageInfo &info );
- void OnScheduleChange();
-
- void StalkerThink(void);
- void NotifyDeadFriend( CBaseEntity *pFriend );
-
- int MeleeAttack1Conditions ( float flDot, float flDist );
- int RangeAttack1Conditions ( float flDot, float flDist );
- void HandleAnimEvent( animevent_t *pEvent );
-
- bool FValidateHintType(CAI_Hint *pHint);
- Activity GetHintActivity( short sHintType, Activity HintsActivity );
- float GetHintDelay( short sHintType );
-
- void IdleSound( void );
- void DeathSound( const CTakeDamageInfo &info );
- void PainSound( const CTakeDamageInfo &info );
-
- void Event_Killed( const CTakeDamageInfo &info );
- void DoSmokeEffect( const Vector &position );
-
- void AddZigZagToPath(void);
- void StartAttackBeam();
- void UpdateAttackBeam();
-
- CNPC_Stalker(void);
-
- DECLARE_DATADESC();
- DEFINE_CUSTOM_AI;
-
-private:
- CAI_ActBusyBehavior m_ActBusyBehavior;
-};
-
-#endif // NPC_STALKER_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef NPC_STALKER_H
+#define NPC_STALKER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ai_basenpc.h"
+#include "entityoutput.h"
+#include "ai_behavior.h"
+#include "ai_behavior_actbusy.h"
+
+class CBeam;
+class CSprite;
+class CScriptedTarget;
+
+typedef CAI_BehaviorHost<CAI_BaseNPC> CAI_BaseStalker;
+
+class CNPC_Stalker : public CAI_BaseStalker
+{
+ DECLARE_CLASS( CNPC_Stalker, CAI_BaseStalker );
+
+public:
+ float m_flNextAttackSoundTime;
+ float m_flNextBreatheSoundTime;
+ float m_flNextScrambleSoundTime;
+ float m_flNextNPCThink;
+
+ // ------------------------------
+ // Laser Beam
+ // ------------------------------
+ int m_eBeamPower;
+ Vector m_vLaserDir;
+ Vector m_vLaserTargetPos;
+ float m_fBeamEndTime;
+ float m_fBeamRechargeTime;
+ float m_fNextDamageTime;
+ float m_nextSmokeTime;
+ float m_bPlayingHitWall;
+ float m_bPlayingHitFlesh;
+ CBeam* m_pBeam;
+ CSprite* m_pLightGlow;
+ int m_iPlayerAggression;
+ float m_flNextScreamTime;
+
+ void KillAttackBeam(void);
+ void DrawAttackBeam(void);
+ void CalcBeamPosition(void);
+ Vector LaserStartPosition(Vector vStalkerPos);
+
+ Vector m_vLaserCurPos; // Last position successfully burned
+ bool InnateWeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
+
+ // ------------------------------
+ // Dormancy
+ // ------------------------------
+ CAI_Schedule* WakeUp(void);
+ void GoDormant(void);
+
+public:
+ void Spawn( void );
+ void Precache( void );
+ bool CreateBehaviors();
+ float MaxYawSpeed( void );
+ Class_T Classify ( void );
+
+ void PrescheduleThink();
+
+ bool IsValidEnemy( CBaseEntity *pEnemy );
+
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+ virtual int SelectSchedule ( void );
+ virtual int TranslateSchedule( int scheduleType );
+ int OnTakeDamage_Alive( const CTakeDamageInfo &info );
+ void OnScheduleChange();
+
+ void StalkerThink(void);
+ void NotifyDeadFriend( CBaseEntity *pFriend );
+
+ int MeleeAttack1Conditions ( float flDot, float flDist );
+ int RangeAttack1Conditions ( float flDot, float flDist );
+ void HandleAnimEvent( animevent_t *pEvent );
+
+ bool FValidateHintType(CAI_Hint *pHint);
+ Activity GetHintActivity( short sHintType, Activity HintsActivity );
+ float GetHintDelay( short sHintType );
+
+ void IdleSound( void );
+ void DeathSound( const CTakeDamageInfo &info );
+ void PainSound( const CTakeDamageInfo &info );
+
+ void Event_Killed( const CTakeDamageInfo &info );
+ void DoSmokeEffect( const Vector &position );
+
+ void AddZigZagToPath(void);
+ void StartAttackBeam();
+ void UpdateAttackBeam();
+
+ CNPC_Stalker(void);
+
+ DECLARE_DATADESC();
+ DEFINE_CUSTOM_AI;
+
+private:
+ CAI_ActBusyBehavior m_ActBusyBehavior;
+};
+
+#endif // NPC_STALKER_H