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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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//=============================================================================//
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#ifndef NPC_COMBINES_H
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#define NPC_COMBINES_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "npc_combine.h"
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//=========================================================
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// >> CNPC_CombineS
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//=========================================================
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class CNPC_CombineS : public CNPC_Combine
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{
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DECLARE_CLASS( CNPC_CombineS, CNPC_Combine );
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#if HL2_EPISODIC
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DECLARE_DATADESC();
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#endif
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public:
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void Spawn( void );
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void Precache( void );
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void DeathSound( const CTakeDamageInfo &info );
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void PrescheduleThink( void );
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void BuildScheduleTestBits( void );
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int SelectSchedule ( void );
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float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info );
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void HandleAnimEvent( animevent_t *pEvent );
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void OnChangeActivity( Activity eNewActivity );
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void Event_Killed( const CTakeDamageInfo &info );
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void OnListened();
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void ClearAttackConditions( void );
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bool m_fIsBlocking;
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bool IsLightDamage( const CTakeDamageInfo &info );
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bool IsHeavyDamage( const CTakeDamageInfo &info );
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virtual bool AllowedToIgnite( void ) { return true; }
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private:
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bool ShouldHitPlayer( const Vector &targetDir, float targetDist );
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#if HL2_EPISODIC
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public:
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Activity NPC_TranslateActivity( Activity eNewActivity );
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protected:
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/// whether to use the more casual march anim in ep2_outland_05
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int m_iUseMarch;
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#endif
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};
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#endif // NPC_COMBINES_H
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