@NPCClass base(BaseHelicopter) studio("models/advisor.mdl" ) = npc_combine_advisor_roaming : "Combine Advisor Roaming"
input OmniscientOn(void) : "Advisor knows target's location even when target is out of sight or behind cover"
input OmniscientOff(void) : "Advisor relies on normal sight functions to locate target"
input BlindfireOn(void ) : "Advisor will fire at an unseen target, attempting to punch through to them"
input BlindfireOff(void ) : "Advisor only fires at viusible target"
input SetPenetrationDepth( float ) : "Set penetration depth of bullets"
input SetDockingBBox( void ) : "Shrink Bounding Box"
input SetNormalBBox( void ) : "Set Bounding Box to normal size"
input EnableGroundAttack( void ) : "Allow the advisor to use its ground attack"
input DisableGroundAttack( void ) : "Don't allow the advisor to use its ground attack"
input DoGroundAttack( string ) : "Causes the advisor to execute its ground attack"
input BecomeInvulnerable( void ): "Stops the advisor from taking damage, but still makes sounds effects"
input BecomeVulnerable( void ): "Makes the advisor act normally to damage"
input EnableRotorSound(void) : "Turns on rotor sounds"
input DisableRotorSound(void) : "Turns off rotor sounds"
input DoAvalancheBlast(void) : "Performs an avalanche blast"
input DoSpitAttack(void) : "Performs a spit attack"
input SetMaxSpeed( float ) : "Adjusts max speed for the advisor"
input DropShield( float ) : "Drops advisor shield for x seconds (0 sec will use default)"
input SetRetreatTrack( string ) : "Sets a retreat track for advisor to fly to when receiving too much damage"
output OnFireCannon(void) : "Fires when the advisor fires a cannon round"
output OnFirstDamage( void ) : "Fired when the first damage is done to the advisor."
output OnSecondDamage( void ) : "Fired when the second damage is done to the advisor."
output OnThirdDamage( void ) : "Fired when the third damage is done to the advisor."
output OnFourthDamage( void ) : "Fired when the fourth damage is done to the advisor."
output OnEnoughPhysAmmo( void ) : "Fired when advisor got enough phys ammo."
output OnLowPhysAmmo( void ) : "Fired when advisor is low on phys ammo."
output OnOutOfPhysAmmo( void ) : "Fired when advisor has no phys ammo."
output OnDmgReached( void ) : "Fires when advisor received too much damage exceeding threshold within a short time span."