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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#ifndef TF_BOT_HINT_ENGINEER_NEST_H
#define TF_BOT_HINT_ENGINEER_NEST_H
#include "tf_bot_hint_entity.h"
typedef CUtlVector< CHandle< CBaseTFBotHintEntity > > HintVector_t;
class CTFBotHintSentrygun;
class CTFBotHintTeleporterExit;
class CTFBotHintEngineerNest : public CBaseTFBotHintEntity
{
DECLARE_CLASS( CTFBotHintEngineerNest, CBaseTFBotHintEntity );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CTFBotHintEngineerNest( void );
virtual ~CTFBotHintEngineerNest() { }
virtual void Spawn() OVERRIDE;
virtual HintType GetHintType() const OVERRIDE { return HINT_ENGINEER_NEST; }
virtual int UpdateTransmitState()
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
void HintThink();
void HintTeleporterThink();
bool IsStaleNest() const;
void DetonateStaleNest();
CTFBotHintSentrygun* GetSentryHint() const;
CTFBotHintTeleporterExit* GetTeleporterHint() const;
private:
void DetonateObjectsFromHints( const HintVector_t& hints );
CBaseTFBotHintEntity* GetHint( const HintVector_t& hints ) const;
HintVector_t m_sentries;
HintVector_t m_teleporters;
CNetworkVar( bool, m_bHasActiveTeleporter );
};
#endif // TF_BOT_HINT_ENGINEER_NEST_H
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