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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Expose an IsAHunter function
//
//=============================================================================//
#ifndef NPC_HUNTER_H
#define NPC_HUNTER_H
#if defined( _WIN32 )
#pragma once
#endif
class CBaseEntity;
/// true if given entity pointer is a hunter.
bool Hunter_IsHunter(CBaseEntity *pEnt);
// call throughs for member functions
void Hunter_StriderBusterAttached( CBaseEntity *pHunter, CBaseEntity *pAttached );
void Hunter_StriderBusterDetached( CBaseEntity *pHunter, CBaseEntity *pAttached );
void Hunter_StriderBusterLaunched( CBaseEntity *pBuster );
#endif
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