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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef PASSTIME_BALLCONTROLLER_PLAYERSEEK_H
#define PASSTIME_BALLCONTROLLER_PLAYERSEEK_H
#ifdef _WIN32
#pragma once
#endif
#include "passtime_ballcontroller.h"
class CBaseEntity;
//-----------------------------------------------------------------------------
class CPasstimeBallControllerPlayerSeek : public CPasstimeBallController
{
public:
CPasstimeBallControllerPlayerSeek();
private:
virtual bool IsActive() const OVERRIDE { return true; }
virtual bool Apply( CPasstimeBall *ball ) OVERRIDE;
virtual void OnDisabled() OVERRIDE { SetIsEnabled( true ); } // never actually disable
virtual void OnBallSpawned( CPasstimeBall *ball ) OVERRIDE;
CTFPlayer *FindTarget( CTFPlayer *pIgnorePlayer, const Vector& ballOrigin ) const;
bool Seek( CPasstimeBall *ball, CTFPlayer *pTarget ) const;
float m_fEnableTime;
};
#endif // PASSTIME_BALLCONTROLLER_PLAYERSEEK_H
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