Counter Strike : Global Offensive Source Code
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  1. //========== Copyright � 2007, Valve Corporation, All rights reserved. ========
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #include "ai_behavior_template_generate.h"
  7. AI_BEHAVIOR_METHOD_0V( PrescheduleThink );
  8. AI_BEHAVIOR_METHOD_0V( OnScheduleChange );
  9. AI_BEHAVIOR_METHOD_0( bool, IsCrouching );
  10. AI_BEHAVIOR_METHOD_1( bool, IsValidEnemy, CBaseEntity * );
  11. AI_BEHAVIOR_METHOD_0( CBaseEntity *, BestEnemy );
  12. AI_BEHAVIOR_METHOD_2( bool, IsCoverPosition, const Vector &, const Vector & );
  13. AI_BEHAVIOR_METHOD_2( bool, IsValidCover, const Vector &, CAI_Hint const * );
  14. AI_BEHAVIOR_METHOD_3( bool, IsValidShootPosition, const Vector &, CAI_Node *, CAI_Hint const * );
  15. AI_BEHAVIOR_METHOD_3( bool, WeaponLOSCondition, const Vector &, const Vector &, bool );
  16. AI_BEHAVIOR_METHOD_0( float, GetMaxTacticalLateralMovement );
  17. AI_BEHAVIOR_METHOD_1( bool, ShouldIgnoreSound, CSound * );
  18. AI_BEHAVIOR_METHOD_1V( OnSeeEntity, CBaseEntity * );
  19. AI_BEHAVIOR_METHOD_2V( OnFriendDamaged, CBaseCombatCharacter *, CBaseEntity * );
  20. AI_BEHAVIOR_METHOD_0( bool, IsInterruptable );
  21. AI_BEHAVIOR_METHOD_0( bool, IsNavigationUrgent );
  22. AI_BEHAVIOR_METHOD_0( bool, ShouldPlayerAvoid );
  23. AI_BEHAVIOR_METHOD_1( int, OnTakeDamage_Alive, const CTakeDamageInfo & );
  24. AI_BEHAVIOR_METHOD_0( float, GetDefaultNavGoalTolerance);
  25. AI_BEHAVIOR_METHOD_0( float, GetReasonableFacingDist );
  26. AI_BEHAVIOR_METHOD_0( bool, CanFlinch );
  27. AI_BEHAVIOR_METHOD_1( bool, IsCrouchedActivity, Activity );
  28. AI_BEHAVIOR_METHOD_1( bool, QueryHearSound, CSound * );
  29. AI_BEHAVIOR_METHOD_1( bool, CanRunAScriptedNPCInteraction, bool );
  30. AI_BEHAVIOR_METHOD_2( Activity, GetFlinchActivity, bool, bool );
  31. AI_BEHAVIOR_METHOD_3( bool, OnCalcBaseMove, AILocalMoveGoal_t *, float, AIMoveResult_t * );
  32. AI_BEHAVIOR_METHOD_1V( ModifyOrAppendCriteria, AI_CriteriaSet& );
  33. AI_BEHAVIOR_METHOD_4V( Teleport, const Vector *, const QAngle *, const Vector *, bool );
  34. AI_BEHAVIOR_METHOD_1V( HandleAnimEvent, animevent_t * );
  35. AI_BEHAVIOR_METHOD_1( bool, FValidateHintType, CAI_Hint * );
  36. AI_BEHAVIOR_METHOD_0( bool, ShouldAlwaysThink );
  37. AI_BEHAVIOR_METHOD_0( bool, IsCurTaskContinuousMove );
  38. AI_BEHAVIOR_METHOD_0V( AimGun );
  39. AI_BEHAVIOR_METHOD_1( Activity, NPC_TranslateActivity, Activity );
  40. AI_BEHAVIOR_METHOD_0V( OnMovementFailed );
  41. AI_BEHAVIOR_METHOD_0V( OnMovementComplete );
  42. // AI_BEHAVIOR_METHOD_0( float, GetJumpGravity );
  43. // AI_BEHAVIOR_METHOD_6C( bool, IsJumpLegal, const Vector &, const Vector &, const Vector &, float, float, float );
  44. // AI_BEHAVIOR_METHOD_4( bool, MovementCost, int, const Vector &, const Vector &, float * );