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52 lines
1.5 KiB
C
52 lines
1.5 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef NPC_ZOMBIE_H
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#define NPC_ZOMBIE_H
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#include "hl1_ai_basenpc.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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//=========================================================
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//=========================================================
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class CNPC_Zombie : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_Zombie, CHL1BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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float MaxYawSpeed( void ) { return 120.0f; };
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Class_T Classify( void );
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void HandleAnimEvent( animevent_t *pEvent );
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// int IgnoreConditions ( void );
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float m_flNextFlinch;
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void PainSound( const CTakeDamageInfo &info );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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// No range attacks
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BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
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int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
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void RemoveIgnoredConditions ( void );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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};
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#endif //NPC_ZOMBIE_H
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