📄 hl1_npc_barney.h
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#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 );
void Event_Killed( const CTakeDamageInfo &info );
void PainSound ( void );
void DeathSound( void );
void HandleAnimEvent( animevent_t *pEvent );
int TranslateSchedule( int scheduleType );
int SelectSchedule( void );
void DeclineFollowing( void );
int RangeAttack1Conditions( float flDot, float flDist );
NPC_STATE CNPC_Barney::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
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