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//========== Copyright � 2007, Valve Corporation, All rights reserved. ========
//
// Purpose:
//
//=============================================================================
#include "ai_behavior_template_generate.h"
AI_BEHAVIOR_METHOD_0V( PrescheduleThink ); AI_BEHAVIOR_METHOD_0V( OnScheduleChange ); AI_BEHAVIOR_METHOD_0( bool, IsCrouching ); AI_BEHAVIOR_METHOD_1( bool, IsValidEnemy, CBaseEntity * ); AI_BEHAVIOR_METHOD_0( CBaseEntity *, BestEnemy ); AI_BEHAVIOR_METHOD_2( bool, IsCoverPosition, const Vector &, const Vector & ); AI_BEHAVIOR_METHOD_2( bool, IsValidCover, const Vector &, CAI_Hint const * ); AI_BEHAVIOR_METHOD_3( bool, IsValidShootPosition, const Vector &, CAI_Node *, CAI_Hint const * ); AI_BEHAVIOR_METHOD_3( bool, WeaponLOSCondition, const Vector &, const Vector &, bool ); AI_BEHAVIOR_METHOD_0( float, GetMaxTacticalLateralMovement ); AI_BEHAVIOR_METHOD_1( bool, ShouldIgnoreSound, CSound * ); AI_BEHAVIOR_METHOD_1V( OnSeeEntity, CBaseEntity * ); AI_BEHAVIOR_METHOD_2V( OnFriendDamaged, CBaseCombatCharacter *, CBaseEntity * ); AI_BEHAVIOR_METHOD_0( bool, IsInterruptable ); AI_BEHAVIOR_METHOD_0( bool, IsNavigationUrgent ); AI_BEHAVIOR_METHOD_0( bool, ShouldPlayerAvoid ); AI_BEHAVIOR_METHOD_1( int, OnTakeDamage_Alive, const CTakeDamageInfo & ); AI_BEHAVIOR_METHOD_0( float, GetDefaultNavGoalTolerance); AI_BEHAVIOR_METHOD_0( float, GetReasonableFacingDist ); AI_BEHAVIOR_METHOD_0( bool, CanFlinch ); AI_BEHAVIOR_METHOD_1( bool, IsCrouchedActivity, Activity ); AI_BEHAVIOR_METHOD_1( bool, QueryHearSound, CSound * ); AI_BEHAVIOR_METHOD_1( bool, CanRunAScriptedNPCInteraction, bool ); AI_BEHAVIOR_METHOD_2( Activity, GetFlinchActivity, bool, bool ); AI_BEHAVIOR_METHOD_3( bool, OnCalcBaseMove, AILocalMoveGoal_t *, float, AIMoveResult_t * ); AI_BEHAVIOR_METHOD_1V( ModifyOrAppendCriteria, AI_CriteriaSet& ); AI_BEHAVIOR_METHOD_4V( Teleport, const Vector *, const QAngle *, const Vector *, bool ); AI_BEHAVIOR_METHOD_1V( HandleAnimEvent, animevent_t * ); AI_BEHAVIOR_METHOD_1( bool, FValidateHintType, CAI_Hint * ); AI_BEHAVIOR_METHOD_0( bool, ShouldAlwaysThink ); AI_BEHAVIOR_METHOD_0( bool, IsCurTaskContinuousMove ); AI_BEHAVIOR_METHOD_0V( AimGun ); AI_BEHAVIOR_METHOD_1( Activity, NPC_TranslateActivity, Activity ); AI_BEHAVIOR_METHOD_0V( OnMovementFailed ); AI_BEHAVIOR_METHOD_0V( OnMovementComplete ); // AI_BEHAVIOR_METHOD_0( float, GetJumpGravity );
// AI_BEHAVIOR_METHOD_6C( bool, IsJumpLegal, const Vector &, const Vector &, const Vector &, float, float, float );
// AI_BEHAVIOR_METHOD_4( bool, MovementCost, int, const Vector &, const Vector &, float * );
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