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add source-sdk-2013
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@@ -1,86 +0,0 @@
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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_GARGANTUA_H
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#define NPC_GARGANTUA_H
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#include "hl1_ai_basenpc.h"
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class CNPC_Gargantua : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_Gargantua, CHL1BaseNPC );
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public:
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void Spawn( void );
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void Precache( void );
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Class_T Classify ( void );
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float MaxYawSpeed ( void );
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int MeleeAttack1Conditions( float flDot, float flDist );
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int MeleeAttack2Conditions( float flDot, float flDist );
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int RangeAttack1Conditions( float flDot, float flDist );
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void HandleAnimEvent( animevent_t *pEvent );
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int TranslateSchedule( int scheduleType );
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void StartTask( const Task_t *pTask );
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void RunTask ( const Task_t *pTask );
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bool CanBecomeRagdoll() { return false; }
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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/* int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
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Schedule_t *GetScheduleOfType( int Type );
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void StartTask( Task_t *pTask );
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void RunTask( Task_t *pTask );
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*/
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void PrescheduleThink( void );
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void Event_Killed( const CTakeDamageInfo &info );
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void DeathEffect( void );
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bool ShouldGib( const CTakeDamageInfo &info );
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void EyeOff( void );
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void EyeOn( int level );
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void EyeUpdate( void );
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// void Leap( void );
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void StompAttack( void );
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void FlameCreate( void );
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void FlameUpdate( void );
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void FlameControls( float angleX, float angleY );
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void FlameDestroy( void );
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inline BOOL FlameIsOn( void ) { return m_pFlame[0] != NULL; }
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void FlameDamage( Vector vecStart, Vector vecEnd, CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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private:
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CBaseEntity* GargantuaCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
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CSprite *m_pEyeGlow; // Glow around the eyes
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CBeam *m_pFlame[4]; // Flame beams
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int m_eyeBrightness; // Brightness target
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float m_seeTime; // Time to attack (when I see the enemy, I set this)
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float m_flameTime; // Time of next flame attack
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float m_painSoundTime; // Time of next pain sound
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float m_streakTime; // streak timer (don't send too many)
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float m_flameX; // Flame thrower aim
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float m_flameY;
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float m_flDmgTime;
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};
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#endif //NPC_GARGANTUA_H
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