Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_ZOMBIE_H
#define NPC_ZOMBIE_H
#include "hl1_ai_basenpc.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
//=========================================================
//=========================================================
class CNPC_Zombie : public CHL1BaseNPC { DECLARE_CLASS( CNPC_Zombie, CHL1BaseNPC ); public:
void Spawn( void ); void Precache( void ); float MaxYawSpeed( void ) { return 120.0f; }; Class_T Classify( void ); void HandleAnimEvent( animevent_t *pEvent ); // int IgnoreConditions ( void );
float m_flNextFlinch;
void PainSound( const CTakeDamageInfo &info ); void AlertSound( void ); void IdleSound( void ); void AttackSound( void );
// No range attacks
BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; } BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; } int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
void RemoveIgnoredConditions ( void ); int MeleeAttack1Conditions ( float flDot, float flDist ); };
#endif //NPC_ZOMBIE_H
|