Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_BARNEY_H
#define NPC_BARNEY_H
#include "hl1_npc_talker.h"
//=========================================================
//=========================================================
class CNPC_Barney : public CHL1NPCTalker { DECLARE_CLASS( CNPC_Barney, CHL1NPCTalker ); public: DECLARE_DATADESC();
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
void Precache( void ); void Spawn( void ); void TalkInit( void );
void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask );
int GetSoundInterests ( void ); Class_T Classify ( void ); void AlertSound( void ); void SetYawSpeed ( void );
bool CheckRangeAttack1 ( float flDot, float flDist ); void BarneyFirePistol ( void ); int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ); void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator ); void Event_Killed( const CTakeDamageInfo &info );
void PainSound( const CTakeDamageInfo &info ); void DeathSound( const CTakeDamageInfo &info );
void HandleAnimEvent( animevent_t *pEvent ); int TranslateSchedule( int scheduleType ); int SelectSchedule( void );
void DeclineFollowing( void );
bool CanBecomeRagdoll( void ); bool ShouldGib( const CTakeDamageInfo &info );
int RangeAttack1Conditions( float flDot, float flDist );
void SUB_StartLVFadeOut( float delay = 10.0f, bool bNotSolid = true ); void SUB_LVFadeOut( void );
NPC_STATE SelectIdealState ( void );
bool m_fGunDrawn; float m_flPainTime; float m_flCheckAttackTime; bool m_fLastAttackCheck; int m_iAmmoType;
enum { SCHED_BARNEY_FOLLOW = BaseClass::NEXT_SCHEDULE, SCHED_BARNEY_ENEMY_DRAW, SCHED_BARNEY_FACE_TARGET, SCHED_BARNEY_IDLE_STAND, SCHED_BARNEY_STOP_FOLLOWING, };
DEFINE_CUSTOM_AI; };
#endif //NPC_BARNEY_H
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