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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_ATTACKCHOPPER_H
#define NPC_ATTACKCHOPPER_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Creates an avoidance sphere
//-----------------------------------------------------------------------------
CBaseEntity *CreateHelicopterAvoidanceSphere( CBaseEntity *pParent, int nAttachment, float flRadius, bool bAvoidBelow = false );
// Chopper gibbage
void Chopper_BecomeChunks( CBaseEntity *pChopper );
void Chopper_CreateChunk( CBaseEntity *pChopper, const Vector &vecChunkPos, const QAngle &vecChunkAngles, const char *pszChunkName, bool bSmall );
void Chopper_PrecacheChunks( CBaseEntity *pChopper );
#endif // NPC_ATTACKCHOPPER_H
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