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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SCRIPTEDTARGET_H
#define SCRIPTEDTARGET_H
#ifdef _WIN32
#pragma once
#endif
#ifndef SCRIPTEVENT_H
#include "scriptevent.h"
#endif
#include "ai_basenpc.h"
class CScriptedTarget : public CAI_BaseNPC
{
DECLARE_CLASS( CScriptedTarget, CAI_BaseNPC );
public:
DECLARE_DATADESC();
void Spawn( void );
virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
void ScriptThink( void );
CBaseEntity* FindEntity( void );
void TurnOn(void);
void TurnOff(void);
// Input handlers
void InputEnable( inputdata_t &inputdata );
void InputDisable( inputdata_t &inputdata );
CScriptedTarget* NextScriptedTarget(void);
float MoveSpeed(void) { return m_nMoveSpeed; };
float EffectDuration(void) { return m_flEffectDuration; };
int DrawDebugTextOverlays(void);
void DrawDebugGeometryOverlays(void);
float PercentComplete(void);
Vector m_vLastPosition; // Last position that's been reached
private:
int m_iDisabled; // Initial state
string_t m_iszEntity; // entity that is wanted for this script
float m_flRadius; // range to search
int m_nMoveSpeed; // How fast do I burn from target to target
float m_flPauseDuration; // How long to pause at this target
float m_flPauseDoneTime; // When is pause over
float m_flEffectDuration; // How long should any associated effect last?
COutputEvent m_AtTarget; // Fired when scripted target has been reached
COutputEvent m_LeaveTarget; // Fired when scripted target is left
};
#endif // SCRIPTEDTARGET_H
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