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51 lines
1.4 KiB
C
51 lines
1.4 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef AI_GOAL_POLICE_H
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#define AI_GOAL_POLICE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CAI_PoliceGoal : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CAI_PoliceGoal, CBaseEntity );
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CAI_PoliceGoal( void );
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float GetRadius( void );
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CBaseEntity *GetTarget( void );
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bool ShouldKnockOutTarget( const Vector &targetPos, bool bTargetVisible ); // If the target should be knocked out
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void KnockOutTarget( CBaseEntity *pTarget ); // Send an output that we've knocked out this target
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bool ShouldRemainAtPost( void );
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void InputEnableKnockOut( inputdata_t &data );
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void InputDisableKnockOut( inputdata_t &data );
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void FireWarningLevelOutput( int level );
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float m_flRadius;
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EHANDLE m_hTarget;
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string_t m_iszTarget;
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bool m_bOverrideKnockOut;
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COutputEvent m_OnKnockOut;
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COutputEvent m_OnFirstWarning;
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COutputEvent m_OnSecondWarning;
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COutputEvent m_OnLastWarning;
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COutputEvent m_OnSupressingTarget;
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DECLARE_DATADESC();
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};
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#define SF_POLICE_GOAL_KNOCKOUT_BEHIND (1<<1) // Knockout a target that's behind the plane that cuts perpendicularly through us
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#define SF_POLICE_GOAL_DO_NOT_LEAVE_POST (1<<2) // Cop will not come off his policing goal, even when angered
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#endif // AI_GOAL_POLICE_H
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