Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #ifndef NPC_COMBINES_H
  7. #define NPC_COMBINES_H
  8. #ifdef _WIN32
  9. #pragma once
  10. #endif
  11. #include "npc_combine.h"
  12. //=========================================================
  13. // >> CNPC_CombineS
  14. //=========================================================
  15. class CNPC_CombineS : public CNPC_Combine
  16. {
  17. DECLARE_CLASS( CNPC_CombineS, CNPC_Combine );
  18. #if HL2_EPISODIC
  19. DECLARE_DATADESC();
  20. #endif
  21. public:
  22. void Spawn( void );
  23. void Precache( void );
  24. void DeathSound( const CTakeDamageInfo &info );
  25. void PrescheduleThink( void );
  26. void BuildScheduleTestBits( void );
  27. int SelectSchedule ( void );
  28. float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info );
  29. void HandleAnimEvent( animevent_t *pEvent );
  30. void OnChangeActivity( Activity eNewActivity );
  31. void Event_Killed( const CTakeDamageInfo &info );
  32. void OnListened();
  33. void ClearAttackConditions( void );
  34. bool m_fIsBlocking;
  35. bool IsLightDamage( const CTakeDamageInfo &info );
  36. bool IsHeavyDamage( const CTakeDamageInfo &info );
  37. virtual bool AllowedToIgnite( void ) { return true; }
  38. private:
  39. bool ShouldHitPlayer( const Vector &targetDir, float targetDist );
  40. #if HL2_EPISODIC
  41. public:
  42. Activity NPC_TranslateActivity( Activity eNewActivity );
  43. protected:
  44. /// whether to use the more casual march anim in ep2_outland_05
  45. int m_iUseMarch;
  46. #endif
  47. };
  48. #endif // NPC_COMBINES_H