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-rw-r--r--game/server/ai_speechfilter.h48
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diff --git a/game/server/ai_speechfilter.h b/game/server/ai_speechfilter.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef AI_SPEECHFILTER_H
+#define AI_SPEECHFILTER_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+class CAI_SpeechFilter : public CBaseEntity, public IEntityListener
+{
+ DECLARE_CLASS( CAI_SpeechFilter, CBaseEntity );
+public:
+ DECLARE_DATADESC();
+
+ void Spawn( void );
+ void Activate( void );
+ void UpdateOnRemove( void );
+
+ void Enable( bool bEnable );
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+ void InputSetIdleModifier( inputdata_t &inputdata );
+
+ void PopulateSubjectList( bool purge = false );
+
+
+ // Accessors for our NPC
+ float GetIdleModifier( void ) { return m_flIdleModifier; }
+ bool NeverSayHello( void ) { return m_bNeverSayHello; }
+
+ void OnEntityCreated( CBaseEntity *pEntity );
+ void OnEntityDeleted( CBaseEntity *pEntity );
+
+protected:
+ string_t m_iszSubject;
+ float m_flIdleModifier; // Multiplier to the percentage chance that our NPC will idle speak
+ bool m_bNeverSayHello; // If set, the NPC never says hello to the player
+ bool m_bDisabled;
+};
+
+#endif // AI_SPEECHFILTER_H