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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_BUG_HOLE_H
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#define NPC_BUG_HOLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CNPC_Bug_Warrior;
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class CNPC_Bug_Builder;
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//-----------------------------------------------------------------------------
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// Purpose: BUG HOLE
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//-----------------------------------------------------------------------------
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class CMaker_BugHole : public CNPCMaker
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{
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DECLARE_CLASS( CMaker_BugHole, CNPCMaker );
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public:
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CMaker_BugHole( void );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void MakeNPC( void );
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virtual void ChildPreSpawn( CAI_BaseNPC *pChild );
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virtual void ChildPostSpawn( CAI_BaseNPC *pChild );
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virtual void DeathNotice( CBaseEntity *pVictim );
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virtual void Event_Killed( const CTakeDamageInfo &info );
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// Bug interactions
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void BugHoleThink( void );
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void SpawnBug( float flTime );
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void SpawnWarrior( float flTime );
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void SpawnBuilder( float flTime );
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void BugHoleUnderAttack( void );
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void StartPatrol( void );
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void CheckBuilder( void );
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void IncomingFleeingBug( CAI_BaseNPC *pBug );
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void BugReturned( void );
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private:
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string_t m_iszNPCClassname_Warrior;
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string_t m_iszNPCClassname_Builder;
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// Bug pool
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int m_iPool;
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int m_iMaxPool;
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float m_flPoolRegenTime;
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float m_flNextSpawnTime;
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float m_flNextRegenTime;
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// Patrols
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int m_iMaxNumberOfPatrollers;
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float m_flPatrolTime;
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float m_flNextPatrolTime;
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string_t m_iszPatrolPathName;
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// Builders
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int m_iMaxNumberOfBuilders;
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// List of bugs I have out there
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typedef CHandle<CNPC_Bug_Warrior> WarriorHandle_t;
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CUtlVector<WarriorHandle_t> m_aWarriorBugs;
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typedef CHandle<CNPC_Bug_Builder> BuilderHandle_t;
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CUtlVector<BuilderHandle_t> m_aBuilderBugs;
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};
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#endif // NPC_BUG_HOLE_H
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