aboutsummaryrefslogtreecommitdiff
path: root/mp/src/game/server/hl2/ai_behavior_holster.h
blob: 5425aa3a696a684ee8f3d897a4c82be44caa965f (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:		Deal with weapon being out
//
// $Workfile:     $
// $Date:         $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//


#ifndef AI_BEHAVIOR_HOLSTER_H
#define AI_BEHAVIOR_HOLSTER_H
#ifdef _WIN32
#pragma once
#endif

#include "ai_behavior.h"

class CAI_HolsterBehavior : public CAI_SimpleBehavior
{
	DECLARE_CLASS( CAI_HolsterBehavior, CAI_SimpleBehavior );

public:
	CAI_HolsterBehavior();
	
	virtual const char *GetName() {	return "Holster"; }

	virtual bool 	CanSelectSchedule();
	//virtual void	BeginScheduleSelection();
	//virtual void	EndScheduleSelection();

	void StartTask( const Task_t *pTask );
	void RunTask( const Task_t *pTask );
	//void BuildScheduleTestBits();
	//int TranslateSchedule( int scheduleType );
	//void OnStartSchedule( int scheduleType );

	//void InitializeBehavior();
	
	enum
	{
		SCHED_HOLSTER_WEAPON = BaseClass::NEXT_SCHEDULE,		// Try to get out of the player's way
		SCHED_DRAW_WEAPON,
		NEXT_SCHEDULE,

		TASK_HOLSTER_WEAPON = BaseClass::NEXT_TASK,
		TASK_DRAW_WEAPON,
		NEXT_TASK,

/*
		COND_PUT_CONDITIONS_HERE = BaseClass::NEXT_CONDITION,
		NEXT_CONDITION,
*/
	};

	DEFINE_CUSTOM_SCHEDULE_PROVIDER;

public:

private:
	virtual int		SelectSchedule();

	bool			m_bWeaponOut;

	//---------------------------------
	
	DECLARE_DATADESC();
};

#endif // AI_BEHAVIOR_HOLSTER_H