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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#pragma once
#ifndef AI_LOOKTARGET_H
#define AI_LOOKTARGET_H
#define SF_LOOKTARGET_ONLYONCE 0x00000001
//=============================================================================
//=============================================================================
class CAI_LookTarget : public CPointEntity
{
public:
DECLARE_CLASS( CAI_LookTarget, CPointEntity );
DECLARE_DATADESC();
CAI_LookTarget() { m_flTimeNextAvailable = -1; }
// Debugging
int DrawDebugTextOverlays(void);
// Accessors & Availability
bool IsEligible( CBaseEntity *pLooker );
bool IsEnabled() { return !m_bDisabled; }
bool IsAvailable() { return (gpGlobals->curtime > m_flTimeNextAvailable); }
void Reserve( float flDuration );
// Searching
static CAI_LookTarget *GetFirstLookTarget();
static CAI_LookTarget *GetNextLookTarget( CAI_LookTarget *pCurrentTarget );
int m_iContext;
int m_iPriority;
void Enable() { m_bDisabled = false; }
void Disable() { m_bDisabled = true; }
private:
bool m_bDisabled;
float m_flTimeNextAvailable;
float m_flMaxDist;
};
#endif//AI_LOOKTARGET_H
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