//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Base combat character with no AI // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #include "ai_baseactor.h" #include "ai_behavior_holster.h" #include "npc_playercompanion.h" class CNPC_Alyx : public CNPC_PlayerCompanion { public: DECLARE_CLASS(CNPC_Alyx, CNPC_PlayerCompanion); bool CreateBehaviors(); void Spawn(void); void SelectModel(); void Precache(void); void SetupAlyxWithoutParent(void); void CreateEmpTool(void); void PrescheduleThink(void); Class_T Classify(void); void HandleAnimEvent(animevent_t *pEvent); Activity NPC_TranslateActivity(Activity activity); void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator); bool ShouldLookForBetterWeapon() { return false; } bool IsReadinessCapable() { return false; } void DeathSound(const CTakeDamageInfo &info); EHANDLE m_hEmpTool; DECLARE_DATADESC(); DEFINE_CUSTOM_AI; };