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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "ai_baseactor.h"
#include "npc_playercompanion.h"
#include "ai_behavior_holster.h"
class CNPC_Alyx : public CNPC_PlayerCompanion
{
public:
DECLARE_CLASS( CNPC_Alyx, CNPC_PlayerCompanion );
bool CreateBehaviors();
void Spawn( void );
void SelectModel();
void Precache( void );
void SetupAlyxWithoutParent( void );
void CreateEmpTool( void );
void PrescheduleThink( void );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
Activity NPC_TranslateActivity ( Activity activity );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
bool ShouldLookForBetterWeapon() { return false; }
bool IsReadinessCapable() { return false; }
void DeathSound( const CTakeDamageInfo &info );
EHANDLE m_hEmpTool;
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};
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