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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/tf/halloween/zombie/zombie_body.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+//
+//
+//=============================================================================
+#ifndef ZOMBIE_BODY_H
+#define ZOMBIE_BODY_H
+
+#include "animation.h"
+#include "NextBotBodyInterface.h"
+
+class INextBot;
+
+
+//----------------------------------------------------------------------------------------------------------------
+/**
+ * The interface for control and information about the bot's body state (posture, animation state, etc)
+ */
+class CZombieBody : public IBody
+{
+public:
+ CZombieBody( INextBot *bot );
+ virtual ~CZombieBody() { }
+
+ virtual void Update( void );
+
+ virtual bool StartActivity( Activity act, unsigned int flags = 0 );
+ virtual Activity GetActivity( void ) const; // return currently animating activity
+ virtual bool IsActivity( Activity act ) const; // return true if currently animating activity matches the given one
+
+ virtual unsigned int GetSolidMask( void ) const; // return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
+
+private:
+ int m_currentActivity;
+ int m_moveXPoseParameter;
+ int m_moveYPoseParameter;
+};
+
+
+inline Activity CZombieBody::GetActivity( void ) const
+{
+ return (Activity)m_currentActivity;
+}
+
+inline bool CZombieBody::IsActivity( Activity act ) const
+{
+ return act == m_currentActivity ? true : false;
+}
+
+
+#endif // ZOMBIE_BODY_H