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-rw-r--r--mp/src/game/server/ai_behavior_rappel.h186
1 files changed, 93 insertions, 93 deletions
diff --git a/mp/src/game/server/ai_behavior_rappel.h b/mp/src/game/server/ai_behavior_rappel.h
index b93c4f96..ee16fc65 100644
--- a/mp/src/game/server/ai_behavior_rappel.h
+++ b/mp/src/game/server/ai_behavior_rappel.h
@@ -1,93 +1,93 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Deal with weapon being out
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-
-#ifndef AI_BEHAVIOR_RAPPEL_H
-#define AI_BEHAVIOR_RAPPEL_H
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "ai_behavior.h"
-
-class CBeam;
-
-class CAI_RappelBehavior : public CAI_SimpleBehavior
-{
- DECLARE_CLASS( CAI_RappelBehavior, CAI_SimpleBehavior );
-
-public:
- CAI_RappelBehavior();
-
- void Precache( void );
- virtual const char *GetName() { return "Rappel"; }
-
- virtual bool KeyValue( const char *szKeyName, const char *szValue );
-
- virtual bool CanSelectSchedule();
- void GatherConditions();
- void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
-
- //virtual void BeginScheduleSelection();
- //virtual void EndScheduleSelection();
-
- void StartTask( const Task_t *pTask );
- void RunTask( const Task_t *pTask );
-
- bool IsWaitingToRappel() { return m_bWaitingToRappel; }
- void BeginRappel();
- void SetDescentSpeed();
-
- void CreateZipline();
- void CutZipline();
-
- //void BuildScheduleTestBits();
- //int TranslateSchedule( int scheduleType );
- //void OnStartSchedule( int scheduleType );
-
- //void InitializeBehavior();
-
- enum
- {
- SCHED_RAPPEL_WAIT = BaseClass::NEXT_SCHEDULE,
- SCHED_RAPPEL,
- SCHED_CLEAR_RAPPEL_POINT, // Get out of the way for the next guy
- NEXT_SCHEDULE,
-
- TASK_RAPPEL = BaseClass::NEXT_TASK,
- TASK_HIT_GROUND,
- NEXT_TASK,
-
- COND_BEGIN_RAPPEL = BaseClass::NEXT_CONDITION,
- NEXT_CONDITION,
- };
-
- DEFINE_CUSTOM_SCHEDULE_PROVIDER;
-
-public:
-
-private:
- virtual int SelectSchedule();
-
- //---------------------------------
- bool m_bWaitingToRappel;
- bool m_bOnGround;
- CHandle<CBeam> m_hLine;
- Vector m_vecRopeAnchor;
-
- DECLARE_DATADESC();
-};
-
-#endif // AI_BEHAVIOR_RAPPEL_H
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Deal with weapon being out
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $NoKeywords: $
+//=============================================================================//
+
+
+#ifndef AI_BEHAVIOR_RAPPEL_H
+#define AI_BEHAVIOR_RAPPEL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "ai_behavior.h"
+
+class CBeam;
+
+class CAI_RappelBehavior : public CAI_SimpleBehavior
+{
+ DECLARE_CLASS( CAI_RappelBehavior, CAI_SimpleBehavior );
+
+public:
+ CAI_RappelBehavior();
+
+ void Precache( void );
+ virtual const char *GetName() { return "Rappel"; }
+
+ virtual bool KeyValue( const char *szKeyName, const char *szValue );
+
+ virtual bool CanSelectSchedule();
+ void GatherConditions();
+ void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
+
+ //virtual void BeginScheduleSelection();
+ //virtual void EndScheduleSelection();
+
+ void StartTask( const Task_t *pTask );
+ void RunTask( const Task_t *pTask );
+
+ bool IsWaitingToRappel() { return m_bWaitingToRappel; }
+ void BeginRappel();
+ void SetDescentSpeed();
+
+ void CreateZipline();
+ void CutZipline();
+
+ //void BuildScheduleTestBits();
+ //int TranslateSchedule( int scheduleType );
+ //void OnStartSchedule( int scheduleType );
+
+ //void InitializeBehavior();
+
+ enum
+ {
+ SCHED_RAPPEL_WAIT = BaseClass::NEXT_SCHEDULE,
+ SCHED_RAPPEL,
+ SCHED_CLEAR_RAPPEL_POINT, // Get out of the way for the next guy
+ NEXT_SCHEDULE,
+
+ TASK_RAPPEL = BaseClass::NEXT_TASK,
+ TASK_HIT_GROUND,
+ NEXT_TASK,
+
+ COND_BEGIN_RAPPEL = BaseClass::NEXT_CONDITION,
+ NEXT_CONDITION,
+ };
+
+ DEFINE_CUSTOM_SCHEDULE_PROVIDER;
+
+public:
+
+private:
+ virtual int SelectSchedule();
+
+ //---------------------------------
+ bool m_bWaitingToRappel;
+ bool m_bOnGround;
+ CHandle<CBeam> m_hLine;
+ Vector m_vecRopeAnchor;
+
+ DECLARE_DATADESC();
+};
+
+#endif // AI_BEHAVIOR_RAPPEL_H
+
+