Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_HORNET_H
#define NPC_HORNET_H
#include "hl1_ai_basenpc.h"
//=========================================================
// Hornets
//=========================================================
//=========================================================
// Hornet Defines
//=========================================================
#define HORNET_TYPE_RED 0
#define HORNET_TYPE_ORANGE 1
#define HORNET_RED_SPEED (float)600
#define HORNET_ORANGE_SPEED (float)800
extern int iHornetPuff;
//=========================================================
// Hornet - this is the projectile that the Alien Grunt fires.
//=========================================================
class CNPC_Hornet : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Hornet, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
Class_T Classify ( void );
Disposition_t IRelationType(CBaseEntity *pTarget);
void DieTouch ( CBaseEntity *pOther );
void DartTouch( CBaseEntity *pOther );
void TrackTouch ( CBaseEntity *pOther );
void TrackTarget ( void );
void StartDart ( void );
void IgniteTrail( void );
void StartTrack(void);
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
/* virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
void EXPORT StartTrack ( void );
void EXPORT TrackTarget ( void );
void EXPORT TrackTouch ( CBaseEntity *pOther );
void EXPORT DartTouch( CBaseEntity *pOther );
int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );*/
float m_flStopAttack;
int m_iHornetType;
float m_flFlySpeed;
int m_flDamage;
DECLARE_DATADESC();
Vector m_vecEnemyLKP;
};
#endif //NPC_HORNET_H