📄 npc_conscript.h
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//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose: This is the base version of the combine (not instanced only subclassed)
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#ifndef NPC_CONSCRIPT_H
#define NPC_CONSCRIPT_H
#pragma once
#if 0
#include "npc_talker.h"
//=========================================================
// >> CNPC_Conscript
//=========================================================
class CNPC_Conscript : public CAI_PlayerAlly
{
DECLARE_CLASS( CNPC_Conscript, CAI_PlayerAlly );
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void );
int GetSoundInterests( void );
void ConscriptFirePistol( void );
void AlertSound( void );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
void RunTask( const Task_t *pTask );
int ObjectCaps( void ) { return UsableNPCObjectCaps( BaseClass::ObjectCaps() ); }
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
Vector BodyTarget( const Vector &posSrc, bool bNoisy = true );
Activity GetFollowActivity( float flDistance ) { return ACT_RUN; }
void DeclineFollowing( void );
Activity NPC_TranslateActivity( Activity eNewActivity );
// Override these to set behavior
virtual int TranslateSchedule( int scheduleType );
virtual int SelectSchedule( void );
void DeathSound( void );
void PainSound( void );
void TalkInit( void );
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
bool m_fGunDrawn;
float m_painTime;
float m_checkAttackTime;
float m_nextLineFireTime;
bool m_lastAttackCheck;
bool m_bInBarnacleMouth;
//=========================================================
// Conscript Tasks
//=========================================================
enum
{
TASK_CONSCRIPT_CROUCH = BaseClass::NEXT_TASK,
};
//=========================================================
// Conscript schedules
//=========================================================
enum
{
SCHED_CONSCRIPT_FOLLOW = BaseClass::NEXT_SCHEDULE,
SCHED_CONSCRIPT_DRAW,
SCHED_CONSCRIPT_FACE_TARGET,
SCHED_CONSCRIPT_STAND,
SCHED_CONSCRIPT_AIM,
SCHED_CONSCRIPT_BARNACLE_HIT,
SCHED_CONSCRIPT_BARNACLE_PULL,
SCHED_CONSCRIPT_BARNACLE_CHOMP,
SCHED_CONSCRIPT_BARNACLE_CHEW,
};
public:
DECLARE_DATADESC();
DEFINE_CUSTOM_AI;
};
#endif
#endif //NPC_CONSCRIPT_H
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