diff options
Diffstat (limited to 'mp/src/game/server/hl2/ai_spotlight.h')
| -rw-r--r-- | mp/src/game/server/hl2/ai_spotlight.h | 166 |
1 files changed, 83 insertions, 83 deletions
diff --git a/mp/src/game/server/hl2/ai_spotlight.h b/mp/src/game/server/hl2/ai_spotlight.h index 4ce2c47e..c8a29375 100644 --- a/mp/src/game/server/hl2/ai_spotlight.h +++ b/mp/src/game/server/hl2/ai_spotlight.h @@ -1,83 +1,83 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#ifndef AI_SPOTLIGHT_H
-#define AI_SPOTLIGHT_H
-
-#ifdef _WIN32
-#pragma once
-#endif
-
-#include "ai_component.h"
-
-class CBeam;
-class CSprite;
-class SmokeTrail;
-class CSpotlightEnd;
-
-
-//-----------------------------------------------------------------------------
-// Parameters for how the scanner relates to citizens.
-//-----------------------------------------------------------------------------
-enum
-{
- AI_SPOTLIGHT_NO_DLIGHTS = 0x1,
-};
-
-
-class CAI_Spotlight : public CAI_Component
-{
- DECLARE_SIMPLE_DATADESC();
- DECLARE_CLASS_NOBASE( CAI_Spotlight );
-
-public:
- CAI_Spotlight();
- ~CAI_Spotlight();
-
- void Init( CAI_BaseNPC *pOuter, int nFlags, float flConstraintAngle, float flMaxLength );
-
- // Create, destroy the spotlight
- void SpotlightCreate( int nAttachment, const Vector &vecInitialDir );
- void SpotlightDestroy(void);
-
- // Controls the spotlight target position + direction
- void SetSpotlightTargetPos( const Vector &vSpotlightTargetPos );
- void SetSpotlightTargetDirection( const Vector &vSpotlightTargetDir );
-
- // Updates the spotlight. Call every frame!
- void Update(void);
-
-private:
- void Precache(void);
- void CreateSpotlightEntities( void );
- void UpdateSpotlightDirection( void );
- void UpdateSpotlightEndpoint( void );
-
- // Constrain to cone, returns true if it was constrained
- bool ConstrainToCone( Vector *pDirection );
-
- // Computes the spotlight endpoint
- void ComputeEndpoint( const Vector &vecStartPoint, Vector *pEndPoint );
-
-private:
- CHandle<CBeam> m_hSpotlight;
- CHandle<CSpotlightEnd> m_hSpotlightTarget;
-
- Vector m_vSpotlightTargetPos;
- Vector m_vSpotlightDir;
- float m_flSpotlightCurLength;
- float m_flSpotlightMaxLength;
- float m_flConstraintAngle;
- int m_nHaloSprite;
- int m_nSpotlightAttachment;
- int m_nFlags;
- Quaternion m_vAngularVelocity;
-};
-
-
-#endif // AI_SPOTLIGHT_H
-
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//=============================================================================// + +#ifndef AI_SPOTLIGHT_H +#define AI_SPOTLIGHT_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "ai_component.h" + +class CBeam; +class CSprite; +class SmokeTrail; +class CSpotlightEnd; + + +//----------------------------------------------------------------------------- +// Parameters for how the scanner relates to citizens. +//----------------------------------------------------------------------------- +enum +{ + AI_SPOTLIGHT_NO_DLIGHTS = 0x1, +}; + + +class CAI_Spotlight : public CAI_Component +{ + DECLARE_SIMPLE_DATADESC(); + DECLARE_CLASS_NOBASE( CAI_Spotlight ); + +public: + CAI_Spotlight(); + ~CAI_Spotlight(); + + void Init( CAI_BaseNPC *pOuter, int nFlags, float flConstraintAngle, float flMaxLength ); + + // Create, destroy the spotlight + void SpotlightCreate( int nAttachment, const Vector &vecInitialDir ); + void SpotlightDestroy(void); + + // Controls the spotlight target position + direction + void SetSpotlightTargetPos( const Vector &vSpotlightTargetPos ); + void SetSpotlightTargetDirection( const Vector &vSpotlightTargetDir ); + + // Updates the spotlight. Call every frame! + void Update(void); + +private: + void Precache(void); + void CreateSpotlightEntities( void ); + void UpdateSpotlightDirection( void ); + void UpdateSpotlightEndpoint( void ); + + // Constrain to cone, returns true if it was constrained + bool ConstrainToCone( Vector *pDirection ); + + // Computes the spotlight endpoint + void ComputeEndpoint( const Vector &vecStartPoint, Vector *pEndPoint ); + +private: + CHandle<CBeam> m_hSpotlight; + CHandle<CSpotlightEnd> m_hSpotlightTarget; + + Vector m_vSpotlightTargetPos; + Vector m_vSpotlightDir; + float m_flSpotlightCurLength; + float m_flSpotlightMaxLength; + float m_flConstraintAngle; + int m_nHaloSprite; + int m_nSpotlightAttachment; + int m_nFlags; + Quaternion m_vAngularVelocity; +}; + + +#endif // AI_SPOTLIGHT_H + + |