//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef NPC_COMBINES_H #define NPC_COMBINES_H #ifdef _WIN32 #pragma once #endif #ifdef HL2_EPISODIC #include "npc_combine_episodic.h" #else #include "npc_combine.h" #endif//HL2_EPISODIC //========================================================= // >> CNPC_CombineS //========================================================= class CNPC_CombineS : public CNPC_Combine { DECLARE_CLASS( CNPC_CombineS, CNPC_Combine ); public: void Spawn( void ); void Precache( void ); void DeathSound( const CTakeDamageInfo &info ); void PrescheduleThink( void ); void BuildScheduleTestBits( void ); int SelectSchedule ( void ); float GetHitgroupDamageMultiplier( int iHitGroup, const CTakeDamageInfo &info ); void HandleAnimEvent( animevent_t *pEvent ); void OnChangeActivity( Activity eNewActivity ); void Event_Killed( const CTakeDamageInfo &info ); void OnListened(); void ClearAttackConditions( void ); bool m_fIsBlocking; bool IsLightDamage( const CTakeDamageInfo &info ); bool IsHeavyDamage( const CTakeDamageInfo &info ); virtual bool AllowedToIgnite( void ) { return true; } private: bool ShouldHitPlayer( const Vector &targetDir, float targetDist ); }; #endif // NPC_COMBINES_H
# | Change | User | Description | Committed | |
---|---|---|---|---|---|
#1 | 5821 | Knut Wikstrom |
Added Valve Source code. This is NOT to be commited to other than new code from Valve. |