Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef NPC_COMBINES_H
#define NPC_COMBINES_H
#ifdef _WIN32
#pragma once
#endif
#include "npc_combine.h"
//=========================================================
// >> CNPC_CombineS
//=========================================================
class CNPC_CombineS : public CNPC_Combine { DECLARE_CLASS( CNPC_CombineS, CNPC_Combine ); #if HL2_EPISODIC
DECLARE_DATADESC(); #endif
public: void Spawn( void ); void Precache( void ); void DeathSound( const CTakeDamageInfo &info ); void PrescheduleThink( void ); void BuildScheduleTestBits( void ); int SelectSchedule ( void ); float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info ); void HandleAnimEvent( animevent_t *pEvent ); void OnChangeActivity( Activity eNewActivity ); void Event_Killed( const CTakeDamageInfo &info ); void OnListened();
void ClearAttackConditions( void );
bool m_fIsBlocking;
bool IsLightDamage( const CTakeDamageInfo &info ); bool IsHeavyDamage( const CTakeDamageInfo &info );
virtual bool AllowedToIgnite( void ) { return true; }
private: bool ShouldHitPlayer( const Vector &targetDir, float targetDist );
#if HL2_EPISODIC
public: Activity NPC_TranslateActivity( Activity eNewActivity );
protected: /// whether to use the more casual march anim in ep2_outland_05
int m_iUseMarch; #endif
};
#endif // NPC_COMBINES_H
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