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//========= 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
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