📄 hl1_npc_barnacle.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: Base combat character with no AI
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#ifndef HL1_NPC_BARNACLE_H
#define HL1_NPC_BARNACLE_H
#include "hl1_ai_basenpc.h"
#include "rope_physics.h"
#define BARNACLE_BODY_HEIGHT 44 // how 'tall' the barnacle's model is.
#define BARNACLE_PULL_SPEED 8
#define BARNACLE_KILL_VICTIM_DELAY 5 // how many seconds after pulling prey in to gib them.
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define BARNACLE_AE_PUKEGIB 2
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CNPC_Barnacle : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Barnacle, CHL1BaseNPC );
public:
void Spawn( void );
void InitTonguePosition( void );
void Precache( void );
CBaseEntity* TongueTouchEnt ( float *pflLength );
Class_T Classify ( void );
void HandleAnimEvent( animevent_t *pEvent );
void BarnacleThink ( void );
void WaitTillDead ( void );
void Event_Killed( const CTakeDamageInfo &info );
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
DECLARE_DATADESC();
float m_flAltitude;
float m_flKillVictimTime;
int m_cGibs;// barnacle loads up on gibs each time it kills something.
bool m_fTongueExtended;
bool m_fLiftingPrey;
float m_flTongueAdj;
public:
DEFINE_CUSTOM_AI;
};
#endif //HL1_NPC_BARNACLE_H
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