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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
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