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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_stalker.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_stalker.h')
| -rw-r--r-- | mp/src/game/server/hl2/npc_stalker.h | 230 |
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 |