Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_ICHTHYOSAUR_H
#define NPC_ICHTHYOSAUR_H
#include "hl1_ai_basenpc.h"
#define SEARCH_RETRY 16
#define ICHTHYOSAUR_SPEED 150
#define EYE_MAD 0
#define EYE_BASE 1
#define EYE_CLOSED 2
#define EYE_BACK 3
#define EYE_LOOK 4
//
// CNPC_Ichthyosaur
//
class CNPC_Ichthyosaur : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Ichthyosaur, CHL1BaseNPC );
public:
void Precache( void );
void Spawn( void );
Class_T Classify ( void );
void NPCThink ( void );
void Swim ( void );
void StartTask(const Task_t *pTask);
void RunTask( const Task_t *pTask );
int RangeAttack1Conditions( float flDot, float flDist );
int MeleeAttack1Conditions ( float flDot, float flDist );
void BiteTouch( CBaseEntity *pOther );
void HandleAnimEvent( animevent_t *pEvent );
int TranslateSchedule( int scheduleType );
int SelectSchedule();
virtual bool FVisible ( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
Vector DoProbe( const Vector &Probe );
bool ProbeZ( const Vector &position, const Vector &probe, float *pFraction);
float GetGroundSpeed ( void );
bool OverrideMove( float flInterval );
void MoveExecute_Alive(float flInterval);
void InputStartCombat( inputdata_t &input );
void InputEndCombat( inputdata_t &input );
virtual void IdleSound( void );
virtual void AlertSound( void );
virtual void DeathSound( const CTakeDamageInfo &info );
virtual void PainSound( const CTakeDamageInfo &info );
void AttackSound( void );
void BiteSound( void );
virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
private:
Vector m_SaveVelocity;
float m_idealDist;
float m_flBlink;
float m_flEnemyTouched;
bool m_bOnAttack;
float m_flMaxSpeed;
float m_flMinSpeed;
float m_flMaxDist;
float m_flNextAlert;
float m_flLastAttackSound;
//Save the info from that run
Vector m_vecLastMoveTarget;
bool m_bHasMoveTarget;
float m_flFlyingSpeed;
};
#endif //NPC_ICHTHYOSAUR_H