source-engine/game/server/hl1/hl1_npc_barney.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

81 lines
2.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef NPC_BARNEY_H
#define NPC_BARNEY_H
#include "hl1_npc_talker.h"
//=========================================================
//=========================================================
class CNPC_Barney : public CHL1NPCTalker
{
DECLARE_CLASS( CNPC_Barney, CHL1NPCTalker );
public:
DECLARE_DATADESC();
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
void Precache( void );
void Spawn( void );
void TalkInit( void );
void StartTask( const Task_t *pTask );
void RunTask( const Task_t *pTask );
int GetSoundInterests ( void );
Class_T Classify ( void );
void AlertSound( void );
void SetYawSpeed ( void );
bool CheckRangeAttack1 ( float flDot, float flDist );
void BarneyFirePistol ( void );
int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
void Event_Killed( const CTakeDamageInfo &info );
void PainSound( const CTakeDamageInfo &info );
void DeathSound( const CTakeDamageInfo &info );
void HandleAnimEvent( animevent_t *pEvent );
int TranslateSchedule( int scheduleType );
int SelectSchedule( void );
void DeclineFollowing( void );
bool CanBecomeRagdoll( void );
bool ShouldGib( const CTakeDamageInfo &info );
int RangeAttack1Conditions( float flDot, float flDist );
void SUB_StartLVFadeOut( float delay = 10.0f, bool bNotSolid = true );
void SUB_LVFadeOut( void );
NPC_STATE SelectIdealState ( void );
bool m_fGunDrawn;
float m_flPainTime;
float m_flCheckAttackTime;
bool m_fLastAttackCheck;
int m_iAmmoType;
enum
{
SCHED_BARNEY_FOLLOW = BaseClass::NEXT_SCHEDULE,
SCHED_BARNEY_ENEMY_DRAW,
SCHED_BARNEY_FACE_TARGET,
SCHED_BARNEY_IDLE_STAND,
SCHED_BARNEY_STOP_FOLLOWING,
};
DEFINE_CUSTOM_AI;
};
#endif //NPC_BARNEY_H