mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 14:46:53 +00:00
65 lines
1.7 KiB
C
65 lines
1.7 KiB
C
|
//========= Copyright Valve Corporation, All rights reserved. ============//
|
||
|
//
|
||
|
// Purpose:
|
||
|
//
|
||
|
// $NoKeywords: $
|
||
|
//=============================================================================//
|
||
|
|
||
|
#ifndef SCRIPTEDTARGET_H
|
||
|
#define SCRIPTEDTARGET_H
|
||
|
#ifdef _WIN32
|
||
|
#pragma once
|
||
|
#endif
|
||
|
|
||
|
#ifndef SCRIPTEVENT_H
|
||
|
#include "scriptevent.h"
|
||
|
#endif
|
||
|
|
||
|
#include "ai_basenpc.h"
|
||
|
|
||
|
class CScriptedTarget : public CAI_BaseNPC
|
||
|
{
|
||
|
DECLARE_CLASS( CScriptedTarget, CAI_BaseNPC );
|
||
|
public:
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
void Spawn( void );
|
||
|
virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
||
|
|
||
|
|
||
|
void ScriptThink( void );
|
||
|
CBaseEntity* FindEntity( void );
|
||
|
|
||
|
void TurnOn(void);
|
||
|
void TurnOff(void);
|
||
|
|
||
|
// Input handlers
|
||
|
void InputEnable( inputdata_t &inputdata );
|
||
|
void InputDisable( inputdata_t &inputdata );
|
||
|
|
||
|
CScriptedTarget* NextScriptedTarget(void);
|
||
|
float MoveSpeed(void) { return m_nMoveSpeed; };
|
||
|
float EffectDuration(void) { return m_flEffectDuration; };
|
||
|
|
||
|
int DrawDebugTextOverlays(void);
|
||
|
void DrawDebugGeometryOverlays(void);
|
||
|
float PercentComplete(void);
|
||
|
|
||
|
Vector m_vLastPosition; // Last position that's been reached
|
||
|
|
||
|
private:
|
||
|
int m_iDisabled; // Initial state
|
||
|
string_t m_iszEntity; // entity that is wanted for this script
|
||
|
float m_flRadius; // range to search
|
||
|
|
||
|
int m_nMoveSpeed; // How fast do I burn from target to target
|
||
|
float m_flPauseDuration; // How long to pause at this target
|
||
|
float m_flPauseDoneTime; // When is pause over
|
||
|
float m_flEffectDuration; // How long should any associated effect last?
|
||
|
|
||
|
COutputEvent m_AtTarget; // Fired when scripted target has been reached
|
||
|
COutputEvent m_LeaveTarget; // Fired when scripted target is left
|
||
|
};
|
||
|
|
||
|
#endif // SCRIPTEDTARGET_H
|