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51 lines
1.2 KiB
51 lines
1.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL1_AI_BASENPC_H
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#define HL1_AI_BASENPC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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#include "ai_motor.h"
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//=============================================================================
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// >> CHL1NPCTalker
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//=============================================================================
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class CHL1BaseNPC : public CAI_BaseNPC
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{
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DECLARE_CLASS( CHL1BaseNPC, CAI_BaseNPC );
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public:
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CHL1BaseNPC( void )
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{
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}
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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bool ShouldGib( const CTakeDamageInfo &info );
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bool CorpseGib( const CTakeDamageInfo &info );
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bool HasAlienGibs( void );
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bool HasHumanGibs( void );
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void Precache( void );
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int IRelationPriority( CBaseEntity *pTarget );
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bool NoFriendlyFire( void );
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void EjectShell( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int iType );
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virtual int SelectDeadSchedule();
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};
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#endif //HL1_AI_BASENPC_H
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