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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /sp/src/game/server/AI_Interest_Target.h
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'sp/src/game/server/AI_Interest_Target.h')
-rw-r--r--sp/src/game/server/AI_Interest_Target.h176
1 files changed, 88 insertions, 88 deletions
diff --git a/sp/src/game/server/AI_Interest_Target.h b/sp/src/game/server/AI_Interest_Target.h
index 420f51c4..dd4cfe30 100644
--- a/sp/src/game/server/AI_Interest_Target.h
+++ b/sp/src/game/server/AI_Interest_Target.h
@@ -1,88 +1,88 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Hooks and classes for the support of humanoid NPCs with
-// groovy facial animation capabilities, aka, "Actors"
-//
-//=============================================================================//
-
-#ifndef AI_INTEREST_TARGET_H
-#define AI_INTEREST_TARGET_H
-
-#if defined( _WIN32 )
-#pragma once
-#endif
-
-
-//-----------------------------------------------------------------------------
-// CAI_BaseActor
-//
-// Purpose: The base class for all facially expressive NPCS.
-//
-//-----------------------------------------------------------------------------
-
-class CAI_InterestTarget_t
-{
-public:
- enum CAI_InterestTarget_e
- {
- LOOKAT_ENTITY = 0,
- LOOKAT_POSITION,
- LOOKAT_BOTH
- };
-
-public:
- bool IsThis( CBaseEntity *pThis );
- const Vector &GetPosition( void );
- bool IsActive( void );
- float Interest( void );
-
-public:
- CAI_InterestTarget_e m_eType; // ????
-
- EHANDLE m_hTarget;
- Vector m_vecPosition;
- float m_flStartTime;
- float m_flEndTime;
- float m_flRamp;
- float m_flInterest;
-
- DECLARE_SIMPLE_DATADESC();
-};
-
-
-class CAI_InterestTarget : public CUtlVector<CAI_InterestTarget_t>
-{
-public:
- void Add( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp );
- void Add( const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
- void Add( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
- int Find( CBaseEntity *pTarget )
- {
- int i;
- for ( i = 0; i < Count(); i++)
- {
- if (pTarget == (*this)[i].m_hTarget)
- return i;
- }
- return InvalidIndex();
- }
-
- void Cleanup( void )
- {
- int i;
- for (i = Count() - 1; i >= 0; i--)
- {
- if (!Element(i).IsActive())
- {
- Remove( i );
- }
- }
- };
-
-private:
- void Add( CAI_InterestTarget_t::CAI_InterestTarget_e type, CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
-};
-
-
-//-----------------------------------------------------------------------------
-#endif // AI_INTEREST_TARGET_H
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Hooks and classes for the support of humanoid NPCs with
+// groovy facial animation capabilities, aka, "Actors"
+//
+//=============================================================================//
+
+#ifndef AI_INTEREST_TARGET_H
+#define AI_INTEREST_TARGET_H
+
+#if defined( _WIN32 )
+#pragma once
+#endif
+
+
+//-----------------------------------------------------------------------------
+// CAI_BaseActor
+//
+// Purpose: The base class for all facially expressive NPCS.
+//
+//-----------------------------------------------------------------------------
+
+class CAI_InterestTarget_t
+{
+public:
+ enum CAI_InterestTarget_e
+ {
+ LOOKAT_ENTITY = 0,
+ LOOKAT_POSITION,
+ LOOKAT_BOTH
+ };
+
+public:
+ bool IsThis( CBaseEntity *pThis );
+ const Vector &GetPosition( void );
+ bool IsActive( void );
+ float Interest( void );
+
+public:
+ CAI_InterestTarget_e m_eType; // ????
+
+ EHANDLE m_hTarget;
+ Vector m_vecPosition;
+ float m_flStartTime;
+ float m_flEndTime;
+ float m_flRamp;
+ float m_flInterest;
+
+ DECLARE_SIMPLE_DATADESC();
+};
+
+
+class CAI_InterestTarget : public CUtlVector<CAI_InterestTarget_t>
+{
+public:
+ void Add( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp );
+ void Add( const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
+ void Add( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
+ int Find( CBaseEntity *pTarget )
+ {
+ int i;
+ for ( i = 0; i < Count(); i++)
+ {
+ if (pTarget == (*this)[i].m_hTarget)
+ return i;
+ }
+ return InvalidIndex();
+ }
+
+ void Cleanup( void )
+ {
+ int i;
+ for (i = Count() - 1; i >= 0; i--)
+ {
+ if (!Element(i).IsActive())
+ {
+ Remove( i );
+ }
+ }
+ };
+
+private:
+ void Add( CAI_InterestTarget_t::CAI_InterestTarget_e type, CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
+};
+
+
+//-----------------------------------------------------------------------------
+#endif // AI_INTEREST_TARGET_H