//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: blah blah blah // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef ASW_AI_BEHAVIOR_SHIELD_H #define ASW_AI_BEHAVIOR_SHIELD_H #ifdef _WIN32 #pragma once #endif #include "asw_ai_behavior.h" class CAI_ASW_ShieldBehavior : public CAI_ASW_Behavior { DECLARE_CLASS( CAI_ASW_ShieldBehavior, CAI_ASW_Behavior ); public: CAI_ASW_ShieldBehavior( ); virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_SHIELD; } static const char *GetClassName() { return "behavior_shield"; } virtual const char *GetClassNameV() { return GetClassName(); } virtual const char *GetName() { return "Shield"; } virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual void Precache( void ); virtual void Init( ); virtual bool CanSelectSchedule( ); virtual void GatherConditions( ); virtual void GatherConditionsNotActive( ); virtual void BeginScheduleSelection( ); virtual void EndScheduleSelection( ); virtual void StartTask( const Task_t *pTask ); virtual void RunTask( const Task_t *pTask ); virtual int SelectSchedule( ); virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm ); // virtual bool GetBehaviorParam( BehaviorParam_t eParam, bool &bResult ); enum { SCHED_SHIELD_PREPARE = BaseClass::NEXT_SCHEDULE, SCHED_SHIELD_MAINTAIN, SCHED_SHIELD_LOWER, NEXT_SCHEDULE, TASK_SHIELD_RAISE = BaseClass::NEXT_TASK, TASK_SHIELD_MAINTAIN, TASK_SHIELD_MAINTAIN_FLIP, TASK_SHIELD_LOWER, NEXT_TASK, }; DEFINE_CUSTOM_SCHEDULE_PROVIDER; protected: virtual void GatherCommonConditions( ); private: float m_flDistance; float m_flMaxFrozenTime; float m_flSFrozenDownTime; CUtlSymbol m_FrozenParm; float m_flFrozenTimeReductionMultiplier; float m_flFrozenTimeExpansionMultiplier; bool m_bShieldLowering; bool m_bBeganFrozen; float m_flStartFrozenTime; float m_flEndFrozenTime; float m_flStartDownTime; bool m_bReachedFrozenLimit; Activity m_TurningGesture; EHANDLE m_Freezer; DECLARE_DATADESC(); }; #endif // ASW_AI_BEHAVIOR_SHIELD_H