Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_VORTIGAUNT_H
#define NPC_VORTIGAUNT_H
#define VORTIGAUNT_MAX_BEAMS 8
#include "hl1_ai_basenpc.h"
//=========================================================
//=========================================================
class CNPC_Vortigaunt : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Vortigaunt, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
Class_T Classify ( void );
void AlertSound( void );
void IdleSound( void );
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
int GetSoundInterests ( void );
float MaxYawSpeed ( void );
void Event_Killed( const CTakeDamageInfo &info );
void CallForHelp( char *szClassname, float flDist, CBaseEntity * pEnemy, Vector &vecLocation );
int RangeAttack1Conditions( float flDot, float flDist );
int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
void StartTask( const Task_t *pTask );
int SelectSchedule( void );
int TranslateSchedule( int scheduleType );
void ArmBeam( int side );
void BeamGlow( void );
void WackBeam( int side, CBaseEntity *pEntity );
void ZapBeam( int side );
void ClearBeams( void );
void HandleAnimEvent( animevent_t *pEvent );
virtual Disposition_t IRelationType ( CBaseEntity *pTarget );
DEFINE_CUSTOM_AI;
DECLARE_DATADESC();
private:
int m_iVoicePitch;
int m_iBeams;
int m_iBravery;
CBeam *m_pBeam[VORTIGAUNT_MAX_BEAMS];
float m_flNextAttack;
EHANDLE m_hDead;
};
#endif //NPC_VORTIGAUNT_