Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_SCIENTIST_H
#define NPC_SCIENTIST_H
#include "hl1_npc_talker.h"
//=========================================================
//=========================================================
class CNPC_Scientist : public CHL1NPCTalker
{
DECLARE_CLASS( CNPC_Scientist, CHL1NPCTalker );
public:
// DECLARE_SERVERCLASS();
DECLARE_DATADESC();
void Precache( void );
void Spawn( void );
void Activate();
Class_T Classify( void );
int GetSoundInterests ( void );
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
virtual int ObjectCaps( void ) { return UsableNPCObjectCaps(BaseClass::ObjectCaps()); }
float MaxYawSpeed( void );
float TargetDistance( void );
bool IsValidEnemy( CBaseEntity *pEnemy );
int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
void Event_Killed( const CTakeDamageInfo &info );
void Heal( void );
bool CanHeal( void );
int TranslateSchedule( int scheduleType );
void HandleAnimEvent( animevent_t *pEvent );
int SelectSchedule( void );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
NPC_STATE SelectIdealState ( void );
int FriendNumber( int arrayNumber );
bool DisregardEnemy( CBaseEntity *pEnemy ) { return !pEnemy->IsAlive() || (gpGlobals->curtime - m_flFearTime) > 15; }
void TalkInit( void );
void DeclineFollowing( void );
bool CanBecomeRagdoll( void );
bool ShouldGib( const CTakeDamageInfo &info );
void SUB_StartLVFadeOut( float delay = 10.0f, bool bNotSolid = true );
void SUB_LVFadeOut( void );
void Scream( void );
Activity GetStoppedActivity( void );
Activity NPC_TranslateActivity( Activity newActivity );
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
enum
{
SCHED_SCI_HEAL = BaseClass::NEXT_SCHEDULE,
SCHED_SCI_FOLLOWTARGET,
SCHED_SCI_STOPFOLLOWING,
SCHED_SCI_FACETARGET,
SCHED_SCI_COVER,
SCHED_SCI_HIDE,
SCHED_SCI_IDLESTAND,
SCHED_SCI_PANIC,
SCHED_SCI_FOLLOWSCARED,
SCHED_SCI_FACETARGETSCARED,
SCHED_SCI_FEAR,
SCHED_SCI_STARTLE,
};
enum
{
TASK_SAY_HEAL = BaseClass::NEXT_TASK,
TASK_HEAL,
TASK_SAY_FEAR,
TASK_RUN_PATH_SCARED,
TASK_SCREAM,
TASK_RANDOM_SCREAM,
TASK_MOVE_TO_TARGET_RANGE_SCARED,
};
DEFINE_CUSTOM_AI;
private:
float m_flFearTime;
float m_flHealTime;
float m_flPainTime;
//float m_flResponseDelay;
};
//=========================================================
// Sitting Scientist PROP
//=========================================================
class CNPC_SittingScientist : public CNPC_Scientist // kdb: changed from public CBaseMonster so he can speak
{
DECLARE_CLASS( CNPC_SittingScientist, CNPC_Scientist );
public:
// DECLARE_SERVERCLASS();
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
int FriendNumber( int arrayNumber );
void SittingThink( void );
virtual void SetAnswerQuestion( CNPCSimpleTalker *pSpeaker );
int m_baseSequence;
int m_iHeadTurn;
float m_flResponseDelay;
//DEFINE_CUSTOM_AI;
};
#endif // NPC_SCIENTIST_H