diff options
Diffstat (limited to 'mp/src/game/server/ai_behavior_rappel.h')
| -rw-r--r-- | mp/src/game/server/ai_behavior_rappel.h | 186 |
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 + + |