//========= 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