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-rw-r--r--mp/src/game/server/hl2/npc_houndeye.h144
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