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authorNarendra Umate <[email protected]>2013-12-02 23:36:05 -0800
committerNarendra Umate <[email protected]>2013-12-02 23:36:05 -0800
commit8737f191f3b59f001a77bf6c08091109211c1c9f (patch)
treedbbf05c004d9b026f2c1f23f06600fe0add82c36 /mp/src/game/server/scriptedtarget.h
parentUpdate .gitignore. (diff)
parentMake .xcconfigs text files too. (diff)
downloadsource-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.tar.xz
source-sdk-2013-8737f191f3b59f001a77bf6c08091109211c1c9f.zip
Merge remote-tracking branch 'upstream/master'
Diffstat (limited to 'mp/src/game/server/scriptedtarget.h')
-rw-r--r--mp/src/game/server/scriptedtarget.h128
1 files changed, 64 insertions, 64 deletions
diff --git a/mp/src/game/server/scriptedtarget.h b/mp/src/game/server/scriptedtarget.h
index 1a6a1be5..4f1c1e0d 100644
--- a/mp/src/game/server/scriptedtarget.h
+++ b/mp/src/game/server/scriptedtarget.h
@@ -1,64 +1,64 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef SCRIPTEDTARGET_H
-#define SCRIPTEDTARGET_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#ifndef SCRIPTEVENT_H
-#include "scriptevent.h"
-#endif
-
-#include "ai_basenpc.h"
-
-class CScriptedTarget : public CAI_BaseNPC
-{
- DECLARE_CLASS( CScriptedTarget, CAI_BaseNPC );
-public:
- DECLARE_DATADESC();
-
- void Spawn( void );
- virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
-
-
- void ScriptThink( void );
- CBaseEntity* FindEntity( void );
-
- void TurnOn(void);
- void TurnOff(void);
-
- // Input handlers
- void InputEnable( inputdata_t &inputdata );
- void InputDisable( inputdata_t &inputdata );
-
- CScriptedTarget* NextScriptedTarget(void);
- float MoveSpeed(void) { return m_nMoveSpeed; };
- float EffectDuration(void) { return m_flEffectDuration; };
-
- int DrawDebugTextOverlays(void);
- void DrawDebugGeometryOverlays(void);
- float PercentComplete(void);
-
- Vector m_vLastPosition; // Last position that's been reached
-
-private:
- int m_iDisabled; // Initial state
- string_t m_iszEntity; // entity that is wanted for this script
- float m_flRadius; // range to search
-
- int m_nMoveSpeed; // How fast do I burn from target to target
- float m_flPauseDuration; // How long to pause at this target
- float m_flPauseDoneTime; // When is pause over
- float m_flEffectDuration; // How long should any associated effect last?
-
- COutputEvent m_AtTarget; // Fired when scripted target has been reached
- COutputEvent m_LeaveTarget; // Fired when scripted target is left
-};
-
-#endif // SCRIPTEDTARGET_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef SCRIPTEDTARGET_H
+#define SCRIPTEDTARGET_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#ifndef SCRIPTEVENT_H
+#include "scriptevent.h"
+#endif
+
+#include "ai_basenpc.h"
+
+class CScriptedTarget : public CAI_BaseNPC
+{
+ DECLARE_CLASS( CScriptedTarget, CAI_BaseNPC );
+public:
+ DECLARE_DATADESC();
+
+ void Spawn( void );
+ virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
+
+
+ void ScriptThink( void );
+ CBaseEntity* FindEntity( void );
+
+ void TurnOn(void);
+ void TurnOff(void);
+
+ // Input handlers
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+
+ CScriptedTarget* NextScriptedTarget(void);
+ float MoveSpeed(void) { return m_nMoveSpeed; };
+ float EffectDuration(void) { return m_flEffectDuration; };
+
+ int DrawDebugTextOverlays(void);
+ void DrawDebugGeometryOverlays(void);
+ float PercentComplete(void);
+
+ Vector m_vLastPosition; // Last position that's been reached
+
+private:
+ int m_iDisabled; // Initial state
+ string_t m_iszEntity; // entity that is wanted for this script
+ float m_flRadius; // range to search
+
+ int m_nMoveSpeed; // How fast do I burn from target to target
+ float m_flPauseDuration; // How long to pause at this target
+ float m_flPauseDoneTime; // When is pause over
+ float m_flEffectDuration; // How long should any associated effect last?
+
+ COutputEvent m_AtTarget; // Fired when scripted target has been reached
+ COutputEvent m_LeaveTarget; // Fired when scripted target is left
+};
+
+#endif // SCRIPTEDTARGET_H