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