Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NPC_BULLSEYE_H
#define NPC_BULLSEYE_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
//=========================================================
// >> CBullseye
//=========================================================
class CNPC_Bullseye : public CAI_BaseNPC { DECLARE_CLASS( CNPC_Bullseye, CAI_BaseNPC );
public: CNPC_Bullseye(void); ~CNPC_Bullseye();
virtual void Precache( void ); virtual void Spawn( void ); virtual void Activate( void ); virtual void OnRestore( void );
virtual float GetAutoAimRadius() { return m_fAutoaimRadius; }
Class_T Classify( void ); void Event_Killed( const CTakeDamageInfo &info ); void DecalTrace( trace_t *pTrace, char const *decalName ); void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName ); bool IsLightDamage( const CTakeDamageInfo &info ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); int OnTakeDamage( const CTakeDamageInfo &info ); bool UsePerfectAccuracy( void ) { return m_bPerfectAccuracy; }
bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) { return false; } // force traces to test against hull
void BullseyeThink( void ); bool CanBecomeRagdoll( void );
void SetPainPartner( CBaseEntity *pOther ); void InputTargeted( inputdata_t &inputdata ); void InputReleased( inputdata_t &inputdata ); bool CanBecomeServerRagdoll( void ) { return false; }
bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
protected:
EHANDLE m_hPainPartner; //Entity that the bullseye will pass any damage it take to
COutputEvent m_OnTargeted; COutputEvent m_OnReleased; bool m_bPerfectAccuracy; // Entities that shoot at me should be perfectly accurate
float m_fAutoaimRadius; // How much to influence player's autoaim.
float m_flMinDistValidEnemy;
DECLARE_DATADESC(); };
int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength );
#define SF_BULLSEYE_NONSOLID (1 << 16)
#define SF_BULLSEYE_NODAMAGE (1 << 17)
#define SF_BULLSEYE_ENEMYDAMAGEONLY (1 << 18)
#define SF_BULLSEYE_BLEED (1 << 19)
#define SF_BULLSEYE_PERFECTACC (1 << 20)
#define SF_BULLSEYE_VPHYSICSSHADOW (1 << 21)
#endif // NPC_BULLSEYE_H
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