//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Expose an IsAHunter function // //=============================================================================// #ifndef NPC_HUNTER_H #define NPC_HUNTER_H #if defined(_WIN32) #pragma once #endif class CBaseEntity; /// true if given entity pointer is a hunter. bool Hunter_IsHunter(CBaseEntity *pEnt); // call throughs for member functions void Hunter_StriderBusterAttached(CBaseEntity *pHunter, CBaseEntity *pAttached); void Hunter_StriderBusterDetached(CBaseEntity *pHunter, CBaseEntity *pAttached); void Hunter_StriderBusterLaunched(CBaseEntity *pBuster); #endif