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