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https://github.com/Gigaslav/HL2Overcharged.git
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78 lines
2.1 KiB
C++
78 lines
2.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Voltigore & Voltigore baby op4 Remake
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//
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//
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//=============================================================================//
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#ifndef NPC_voltigore_H
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#define NPC_voltigore_H
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#include "ai_basenpc.h"
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class CNPC_voltigore : public CAI_BaseNPC
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{
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DECLARE_CLASS(CNPC_voltigore, CAI_BaseNPC);
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DECLARE_SERVERCLASS(); //added. cl fx declare?
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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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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int TakeDamageFromCombineBall(const CTakeDamageInfo &info); //added recalc damage from ar2 balls
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void PrescheduleThink( void );
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void Event_Killed( const CTakeDamageInfo &info );
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bool ShouldGib( const CTakeDamageInfo &info );
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void ElectricBeam(void);
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void ElectricAttack(void);
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void PreBigExplode(void);
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void BigExplode(void);
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bool IsBabyVolt() { return m_fIsBabyVolt; } //added checking for volt baby class
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bool m_fIsBabyVolt; //added
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bool CanBecomeRagdoll(); // added post death anims
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Activity GetDeathActivity();
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int iNumDeathAnim;
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int iCountTillExplode;
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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private:
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CBaseEntity* voltigoreCheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
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float m_seeTime_vo;
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float m_flameTime_vo;
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float m_painSoundTime_vo;
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float m_streakTime_vo;
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float m_flDmgTime_vo;
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float m_PresetDamage; // BJ: Phurt get slash damage from convars
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float m_MeleeDistRecalc;
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// BJ: Bleed added
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CNetworkVar(uint8, m_iBleedingLevel);
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unsigned char GetBleedingLevel(void) const;
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};
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#endif //NPC_voltigore_H
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