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80 lines
2.5 KiB
C
80 lines
2.5 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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#ifndef NPC_BULLSEYE_H
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#define NPC_BULLSEYE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc.h"
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//=========================================================
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// >> CBullseye
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//=========================================================
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class CNPC_Bullseye : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Bullseye, CAI_BaseNPC );
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public:
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CNPC_Bullseye(void);
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~CNPC_Bullseye();
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual void OnRestore( void );
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virtual float GetAutoAimRadius() { return m_fAutoaimRadius; }
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Class_T Classify( void );
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void Event_Killed( const CTakeDamageInfo &info );
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void DecalTrace( trace_t *pTrace, char const *decalName );
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void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
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bool IsLightDamage( const CTakeDamageInfo &info );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int OnTakeDamage( const CTakeDamageInfo &info );
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bool UsePerfectAccuracy( void ) { return m_bPerfectAccuracy; }
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bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) { return false; } // force traces to test against hull
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void BullseyeThink( void );
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bool CanBecomeRagdoll( void );
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void SetPainPartner( CBaseEntity *pOther );
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void InputTargeted( inputdata_t &inputdata );
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void InputReleased( inputdata_t &inputdata );
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bool CanBecomeServerRagdoll( void ) { return false; }
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bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
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protected:
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EHANDLE m_hPainPartner; //Entity that the bullseye will pass any damage it take to
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COutputEvent m_OnTargeted;
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COutputEvent m_OnReleased;
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bool m_bPerfectAccuracy; // Entities that shoot at me should be perfectly accurate
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float m_fAutoaimRadius; // How much to influence player's autoaim.
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float m_flMinDistValidEnemy;
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DECLARE_DATADESC();
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};
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int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength );
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#define SF_BULLSEYE_NONSOLID (1 << 16)
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#define SF_BULLSEYE_NODAMAGE (1 << 17)
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#define SF_BULLSEYE_ENEMYDAMAGEONLY (1 << 18)
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#define SF_BULLSEYE_BLEED (1 << 19)
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#define SF_BULLSEYE_PERFECTACC (1 << 20)
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#define SF_BULLSEYE_VPHYSICSSHADOW (1 << 21)
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#endif // NPC_BULLSEYE_H
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