📄 hl1_npc_zombie.h
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#ifndef NPC_ZOMBIE_H
#define NPC_ZOMBIE_H
#include "hl1_ai_basenpc.h"
//=========================================================
// Monster's Anim Events Go Here
//=========================================================
#define ZOMBIE_AE_ATTACK_RIGHT 0x01
#define ZOMBIE_AE_ATTACK_LEFT 0x02
#define ZOMBIE_AE_ATTACK_BOTH 0x03
#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
//=========================================================
//=========================================================
class CNPC_Zombie : public CHL1BaseNPC
{
DECLARE_CLASS( CNPC_Zombie, CHL1BaseNPC );
public:
void Spawn( void );
void Precache( void );
float MaxYawSpeed( void ) { return 120.0f; };
Class_T Classify( void );
void HandleAnimEvent( animevent_t *pEvent );
// int IgnoreConditions ( void );
float m_flNextFlinch;
void PainSound( void );
void AlertSound( void );
void IdleSound( void );
void AttackSound( void );
static const char *pAttackSounds[];
static const char *pIdleSounds[];
static const char *pAlertSounds[];
static const char *pPainSounds[];
static const char *pAttackHitSounds[];
static const char *pAttackMissSounds[];
// No range attacks
BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
void RemoveIgnoredConditions ( void );
};
#endif //NPC_ZOMBIE_H
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