Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef NPC_HOUNDEYE_H
#define NPC_HOUNDEYE_H
#pragma once
#include "ai_basenpc.h"
#include "energy_wave.h"
class CNPC_Houndeye : public CAI_BaseNPC { DECLARE_CLASS( CNPC_Houndeye, CAI_BaseNPC );
public: void Spawn( void ); void Precache( void ); Class_T Classify ( void ); void HandleAnimEvent( animevent_t *pEvent ); float MaxYawSpeed ( void ); void WarmUpSound ( void ); void AlertSound( void ); void DeathSound( const CTakeDamageInfo &info ); void WarnSound( void ); void PainSound( const CTakeDamageInfo &info ); void IdleSound( void ); void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask ); int GetSoundInterests( void ); void SonicAttack( void ); void PrescheduleThink( void ); void WriteBeamColor ( void ); int RangeAttack1Conditions ( float flDot, float flDist ); bool FCanActiveIdle ( void ); virtual int TranslateSchedule( int scheduleType ); Activity NPC_TranslateActivity( Activity eNewActivity ); virtual int SelectSchedule( void ); bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt); void NPCThink(void); int OnTakeDamage_Alive( const CTakeDamageInfo &info ); void Event_Killed( const CTakeDamageInfo &info ); bool IsAnyoneInSquadAttacking( void ); void SpeakSentence( int sentenceType );
float m_flNextSecondaryAttack; bool m_bLoopClockwise;
CEnergyWave* m_pEnergyWave; float m_flEndEnergyWaveTime;
bool m_fAsleep;// some houndeyes sleep in idle mode if this is set, the houndeye is lying down
bool m_fDontBlink;// don't try to open/close eye if this bit is set!
DEFINE_CUSTOM_AI; DECLARE_DATADESC(); };
#endif // NPC_HOUNDEYE_H
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