Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_HEADCRAB_H
#define NPC_HEADCRAB_H
#pragma once
#include "hl1_ai_basenpc.h"
class CNPC_Headcrab : public CHL1BaseNPC { DECLARE_CLASS( CNPC_Headcrab, CHL1BaseNPC ); public:
void Spawn( void ); void Precache( void );
void RunTask ( const Task_t *pTask ); void StartTask ( const Task_t *pTask ); void SetYawSpeed ( void ); Vector Center( void ); Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ); float MaxYawSpeed( void ); Class_T Classify( void );
void LeapTouch ( CBaseEntity *pOther ); void BiteSound( void ); void AttackSound( void ); void TouchDamage( CBaseEntity *pOther ); void HandleAnimEvent( animevent_t *pEvent ); int SelectSchedule( void ); void Touch( CBaseEntity *pOther ); int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo ); int TranslateSchedule( int scheduleType ); void PrescheduleThink( void ); int RangeAttack1Conditions ( float flDot, float flDist ); float GetDamageAmount( void ); virtual void PainSound( const CTakeDamageInfo &info ); virtual void DeathSound( const CTakeDamageInfo &info ); virtual void IdleSound(); virtual void AlertSound();
virtual int GetVoicePitch( void ) { return 100; } virtual float GetSoundVolume( void ) { return 1.0; } int m_nGibCount;
DEFINE_CUSTOM_AI; DECLARE_DATADESC();
protected: void HeadCrabSound( const char *pchSound );
Vector m_vecJumpVel; };
#endif //NPC_HEADCRAB_H
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