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2020-08-04 13:13:01 -04:00

84 lines
2.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef NPC_BULLSEYE_H
#define NPC_BULLSEYE_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_basenpc.h"
//=========================================================
// >> CBullseye
//=========================================================
class CNPC_Bullseye : public CAI_BaseNPC {
DECLARE_CLASS(CNPC_Bullseye, CAI_BaseNPC);
public:
CNPC_Bullseye(void);
~CNPC_Bullseye();
virtual void Precache(void);
virtual void Spawn(void);
virtual void Activate(void);
virtual void OnRestore(void);
virtual float GetAutoAimRadius() { return m_fAutoaimRadius; }
Class_T Classify(void);
void Event_Killed(const CTakeDamageInfo &info);
void DecalTrace(trace_t *pTrace, char const *decalName);
void ImpactTrace(trace_t *pTrace, int iDamageType,
const char *pCustomImpactName);
bool IsLightDamage(const CTakeDamageInfo &info);
void TraceAttack(const CTakeDamageInfo &info, const Vector &vecDir,
trace_t *ptr, CDmgAccumulator *pAccumulator);
int OnTakeDamage(const CTakeDamageInfo &info);
bool UsePerfectAccuracy(void) { return m_bPerfectAccuracy; }
bool TestHitboxes(const Ray_t &ray, unsigned int fContentsMask,
trace_t &tr) {
return false;
} // force traces to test against hull
void BullseyeThink(void);
bool CanBecomeRagdoll(void);
void SetPainPartner(CBaseEntity *pOther);
void InputTargeted(inputdata_t &inputdata);
void InputReleased(inputdata_t &inputdata);
bool CanBecomeServerRagdoll(void) { return false; }
bool CanBeAnEnemyOf(CBaseEntity *pEnemy);
protected:
EHANDLE m_hPainPartner; // Entity that the bullseye will pass any damage it
// take to
COutputEvent m_OnTargeted;
COutputEvent m_OnReleased;
bool m_bPerfectAccuracy; // Entities that shoot at me should be perfectly
// accurate
float m_fAutoaimRadius; // How much to influence player's autoaim.
float m_flMinDistValidEnemy;
DECLARE_DATADESC();
};
int FindBullseyesInCone(CBaseEntity **pList, int listMax,
const Vector &coneOrigin, const Vector &coneAxis,
float coneAngleCos, float coneLength);
#define SF_BULLSEYE_NONSOLID (1 << 16)
#define SF_BULLSEYE_NODAMAGE (1 << 17)
#define SF_BULLSEYE_ENEMYDAMAGEONLY (1 << 18)
#define SF_BULLSEYE_BLEED (1 << 19)
#define SF_BULLSEYE_PERFECTACC (1 << 20)
#define SF_BULLSEYE_VPHYSICSSHADOW (1 << 21)
#endif // NPC_BULLSEYE_H