diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/client/c_ai_basenpc.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/client/c_ai_basenpc.h')
| -rw-r--r-- | sp/src/game/client/c_ai_basenpc.h | 122 |
1 files changed, 61 insertions, 61 deletions
diff --git a/sp/src/game/client/c_ai_basenpc.h b/sp/src/game/client/c_ai_basenpc.h index 379ac419..64636c45 100644 --- a/sp/src/game/client/c_ai_basenpc.h +++ b/sp/src/game/client/c_ai_basenpc.h @@ -1,61 +1,61 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#ifndef C_AI_BASENPC_H
-#define C_AI_BASENPC_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-
-#include "c_basecombatcharacter.h"
-
-// NOTE: MOved all controller code into c_basestudiomodel
-class C_AI_BaseNPC : public C_BaseCombatCharacter
-{
- DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter );
-
-public:
- DECLARE_CLIENTCLASS();
-
- C_AI_BaseNPC();
- virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
- virtual bool IsNPC( void ) { return true; }
- bool IsMoving( void ){ return m_bIsMoving; }
- bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; }
- virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
-
- virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
-
- int GetDeathPose( void ) { return m_iDeathPose; }
-
- bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; }
- int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; }
- int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; }
-
- void ClientThink( void );
- void OnDataChanged( DataUpdateType_t type );
- bool ImportantRagdoll( void ) { return m_bImportanRagdoll; }
-
-private:
- C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible
- float m_flTimePingEffect;
- int m_iDeathPose;
- int m_iDeathFrame;
-
- int m_iSpeedModRadius;
- int m_iSpeedModSpeed;
-
- bool m_bPerformAvoidance;
- bool m_bIsMoving;
- bool m_bFadeCorpse;
- bool m_bSpeedModActive;
- bool m_bImportanRagdoll;
-};
-
-
-#endif // C_AI_BASENPC_H
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef C_AI_BASENPC_H +#define C_AI_BASENPC_H +#ifdef _WIN32 +#pragma once +#endif + + +#include "c_basecombatcharacter.h" + +// NOTE: MOved all controller code into c_basestudiomodel +class C_AI_BaseNPC : public C_BaseCombatCharacter +{ + DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter ); + +public: + DECLARE_CLIENTCLASS(); + + C_AI_BaseNPC(); + virtual unsigned int PhysicsSolidMaskForEntity( void ) const; + virtual bool IsNPC( void ) { return true; } + bool IsMoving( void ){ return m_bIsMoving; } + bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; } + virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; } + + virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt ); + + int GetDeathPose( void ) { return m_iDeathPose; } + + bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; } + int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; } + int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; } + + void ClientThink( void ); + void OnDataChanged( DataUpdateType_t type ); + bool ImportantRagdoll( void ) { return m_bImportanRagdoll; } + +private: + C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible + float m_flTimePingEffect; + int m_iDeathPose; + int m_iDeathFrame; + + int m_iSpeedModRadius; + int m_iSpeedModSpeed; + + bool m_bPerformAvoidance; + bool m_bIsMoving; + bool m_bFadeCorpse; + bool m_bSpeedModActive; + bool m_bImportanRagdoll; +}; + + +#endif // C_AI_BASENPC_H |