//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef NPC_ATTACKCHOPPER_H #define NPC_ATTACKCHOPPER_H #ifdef _WIN32 #pragma once #endif //----------------------------------------------------------------------------- // Creates an avoidance sphere //----------------------------------------------------------------------------- CBaseEntity *CreateHelicopterAvoidanceSphere(CBaseEntity *pParent, int nAttachment, float flRadius, bool bAvoidBelow = false); // Chopper gibbage void Chopper_BecomeChunks(CBaseEntity *pChopper); void Chopper_CreateChunk(CBaseEntity *pChopper, const Vector &vecChunkPos, const QAngle &vecChunkAngles, const char *pszChunkName, bool bSmall); void Chopper_PrecacheChunks(CBaseEntity *pChopper); #endif // NPC_ATTACKCHOPPER_H