mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 22:56:50 +00:00
80 lines
2.5 KiB
C
80 lines
2.5 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef NPC_BULLSEYE_H
|
||
|
#define NPC_BULLSEYE_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#include "ai_basenpc.h"
|
||
|
|
||
|
//=========================================================
|
||
|
// >> CBullseye
|
||
|
//=========================================================
|
||
|
class CNPC_Bullseye : public CAI_BaseNPC
|
||
|
{
|
||
|
DECLARE_CLASS( CNPC_Bullseye, CAI_BaseNPC );
|
||
|
|
||
|
public:
|
||
|
CNPC_Bullseye(void);
|
||
|
~CNPC_Bullseye();
|
||
|
|
||
|
virtual void Precache( void );
|
||
|
virtual void Spawn( void );
|
||
|
virtual void Activate( void );
|
||
|
virtual void OnRestore( void );
|
||
|
|
||
|
virtual float GetAutoAimRadius() { return m_fAutoaimRadius; }
|
||
|
|
||
|
Class_T Classify( void );
|
||
|
void Event_Killed( const CTakeDamageInfo &info );
|
||
|
void DecalTrace( trace_t *pTrace, char const *decalName );
|
||
|
void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
|
||
|
bool IsLightDamage( const CTakeDamageInfo &info );
|
||
|
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
|
||
|
int OnTakeDamage( const CTakeDamageInfo &info );
|
||
|
bool UsePerfectAccuracy( void ) { return m_bPerfectAccuracy; }
|
||
|
|
||
|
bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ) { return false; } // force traces to test against hull
|
||
|
|
||
|
void BullseyeThink( void );
|
||
|
bool CanBecomeRagdoll( void );
|
||
|
|
||
|
void SetPainPartner( CBaseEntity *pOther );
|
||
|
void InputTargeted( inputdata_t &inputdata );
|
||
|
void InputReleased( inputdata_t &inputdata );
|
||
|
bool CanBecomeServerRagdoll( void ) { return false; }
|
||
|
|
||
|
bool CanBeAnEnemyOf( CBaseEntity *pEnemy );
|
||
|
|
||
|
|
||
|
protected:
|
||
|
|
||
|
EHANDLE m_hPainPartner; //Entity that the bullseye will pass any damage it take to
|
||
|
COutputEvent m_OnTargeted;
|
||
|
COutputEvent m_OnReleased;
|
||
|
bool m_bPerfectAccuracy; // Entities that shoot at me should be perfectly accurate
|
||
|
float m_fAutoaimRadius; // How much to influence player's autoaim.
|
||
|
float m_flMinDistValidEnemy;
|
||
|
|
||
|
DECLARE_DATADESC();
|
||
|
};
|
||
|
|
||
|
int FindBullseyesInCone( CBaseEntity **pList, int listMax, const Vector &coneOrigin, const Vector &coneAxis, float coneAngleCos, float coneLength );
|
||
|
|
||
|
#define SF_BULLSEYE_NONSOLID (1 << 16)
|
||
|
#define SF_BULLSEYE_NODAMAGE (1 << 17)
|
||
|
#define SF_BULLSEYE_ENEMYDAMAGEONLY (1 << 18)
|
||
|
#define SF_BULLSEYE_BLEED (1 << 19)
|
||
|
#define SF_BULLSEYE_PERFECTACC (1 << 20)
|
||
|
#define SF_BULLSEYE_VPHYSICSSHADOW (1 << 21)
|
||
|
|
||
|
|
||
|
#endif // NPC_BULLSEYE_H
|
||
|
|