source-engine/game/server/hl1/hl1_monstermaker.h
2022-04-16 12:05:19 +03:00

72 lines
2.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef MONSTERMAKER_H
#define MONSTERMAKER_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
//-----------------------------------------------------------------------------
// Spawnflags
//-----------------------------------------------------------------------------
#define SF_NPCMAKER_START_ON 1 // start active ( if has targetname )
#define SF_NPCMAKER_NPCCLIP 8 // Children are blocked by NPCclip
#define SF_NPCMAKER_FADE 16 // Children's corpses fade
#define SF_NPCMAKER_INF_CHILD 32 // Infinite number of children
#define SF_NPCMAKER_NO_DROP 64 // Do not adjust for the ground's position when checking for spawn
class CNPCMaker : public CBaseEntity
{
public:
DECLARE_CLASS( CNPCMaker, CBaseEntity );
CNPCMaker(void) {}
void Spawn( void );
void Precache( void );
void MakerThink( void );
bool CanMakeNPC( void );
void DeathNotice( CBaseEntity *pChild );// NPC maker children use this to tell the NPC maker that they have died.
void MakeNPC( void );
// Input handlers
void InputSpawnNPC( inputdata_t &inputdata );
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
// State changers
void Toggle( void );
void Enable( void );
void Disable( void );
bool IsDepleted();
DECLARE_DATADESC();
int m_iMaxNumNPCs; // max number of NPCs this ent can create
float m_flSpawnFrequency; // delay (in secs) between spawns
int m_iMaxLiveChildren; // max number of NPCs that this maker may have out at one time.
string_t m_iszNPCClassname; // classname of the NPC(s) that will be created.
COutputEvent m_OnSpawnNPC;
int m_cLiveChildren;// how many NPCs made by this NPC maker that are currently alive
float m_flGround; // z coord of the ground under me, used to make sure no NPCs are under the maker when it drops a new child
bool m_bDisabled;
};
#endif // MONSTERMAKER_H