source-engine/game/server/hl2/ai_spotlight.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_SPOTLIGHT_H
#define AI_SPOTLIGHT_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_component.h"
class CBeam;
class CSprite;
class SmokeTrail;
class CSpotlightEnd;
//-----------------------------------------------------------------------------
// Parameters for how the scanner relates to citizens.
//-----------------------------------------------------------------------------
enum
{
AI_SPOTLIGHT_NO_DLIGHTS = 0x1,
};
class CAI_Spotlight : public CAI_Component
{
DECLARE_SIMPLE_DATADESC();
DECLARE_CLASS_NOBASE( CAI_Spotlight );
public:
CAI_Spotlight();
~CAI_Spotlight();
void Init( CAI_BaseNPC *pOuter, int nFlags, float flConstraintAngle, float flMaxLength );
// Create, destroy the spotlight
void SpotlightCreate( int nAttachment, const Vector &vecInitialDir );
void SpotlightDestroy(void);
// Controls the spotlight target position + direction
void SetSpotlightTargetPos( const Vector &vSpotlightTargetPos );
void SetSpotlightTargetDirection( const Vector &vSpotlightTargetDir );
// Updates the spotlight. Call every frame!
void Update(void);
private:
void Precache(void);
void CreateSpotlightEntities( void );
void UpdateSpotlightDirection( void );
void UpdateSpotlightEndpoint( void );
// Constrain to cone, returns true if it was constrained
bool ConstrainToCone( Vector *pDirection );
// Computes the spotlight endpoint
void ComputeEndpoint( const Vector &vecStartPoint, Vector *pEndPoint );
private:
CHandle<CBeam> m_hSpotlight;
CHandle<CSpotlightEnd> m_hSpotlightTarget;
Vector m_vSpotlightTargetPos;
Vector m_vSpotlightDir;
float m_flSpotlightCurLength;
float m_flSpotlightMaxLength;
float m_flConstraintAngle;
int m_nHaloSprite;
int m_nSpotlightAttachment;
int m_nFlags;
Quaternion m_vAngularVelocity;
};
#endif // AI_SPOTLIGHT_H