summaryrefslogtreecommitdiff
path: root/game/server/ai_speechfilter.h
blob: 023a2aa6863461281aa1bf1aa422a7d6a7984dd7 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
//========= 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