#ifndef _INCLUDED_ASW_RANGER_H #define _INCLUDED_ASW_RANGER_H #ifdef _WIN32 #pragma once #endif #include "asw_alien.h" #include "ai_blended_movement.h" #include "util_shared.h" #include "ai_speech.h" #include "asw_ai_behavior_combat_stun.h" #include "asw_ai_behavior_flinch.h" #include "asw_ai_behavior_prepare_to_engage.h" #include "asw_ai_behavior_retreat.h" #include "asw_ai_behavior_ranged_attack.h" #include "asw_ai_behavior_chase_enemy.h" #include "asw_ai_behavior_idle.h" class CASW_Ranger : public CAI_ExpresserHostWithData { public: DECLARE_CLASS( CASW_Ranger, CAI_ExpresserHostWithData ); DECLARE_SERVERCLASS(); DECLARE_DATADESC(); CASW_Ranger(); virtual void Spawn(); virtual void Precache(); virtual void SetHealthByDifficultyLevel(); virtual float MaxYawSpeed( void ); virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_RANGER; } virtual int SelectDeadSchedule(); virtual void BuildScheduleTestBits(); virtual bool CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) { return true; } virtual void HandleAnimEvent( animevent_t *pEvent ); virtual bool CreateBehaviors(); virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; } virtual void Event_Killed( const CTakeDamageInfo &info ); virtual bool CorpseGib( const CTakeDamageInfo &info ); // sounds virtual void DeathSound( const CTakeDamageInfo &info ); private: CAI_ASW_CombatStunBehavior m_CombatStunBehavior; CAI_ASW_FlinchBehavior m_FlinchBehavior; //CAI_ASW_PrepareToEngageBehavior m_PrepareToEngageBehavior; CAI_ASW_RetreatBehavior m_RetreatBehavior; CAI_ASW_RangedAttackBehavior m_RangedAttackBehavior; CAI_ASW_ChaseEnemyBehavior m_ChaseEnemyBehavior; CAI_ASW_IdleBehavior m_IdleBehavior; protected: DEFINE_CUSTOM_AI; }; #endif //_INCLUDED_ASW_RANGER_H