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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef AI_MOVESHOOT_H
#define AI_MOVESHOOT_H
#include "ai_component.h"
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// @TODO (toml 07-09-03): probably want to fold this into base NPC. evaluate when
// head above water
class CAI_MoveAndShootOverlay : public CAI_Component
{
typedef CAI_Component BaseClass;
public:
CAI_MoveAndShootOverlay();
void StartShootWhileMove( );
void NoShootWhileMove();
void RunShootWhileMove();
void EndShootWhileMove();
void SuspendMoveAndShoot( float flDuration );
bool IsSuspended() { return m_flSuspendUntilTime > gpGlobals->curtime; }
void SetInitialDelay( float delay );
bool IsMovingAndShooting( void ) const { return m_bMovingAndShooting; }
private:
bool HasAvailableRangeAttack();
bool CanAimAtEnemy();
void UpdateMoveShootActivity( bool bMoveAimAtEnemy );
bool m_bMovingAndShooting;
bool m_bNoShootWhileMove;
float m_initialDelay;
float m_flSuspendUntilTime;
DECLARE_SIMPLE_DATADESC();
};
//-----------------------------------------------------------------------------
#endif // AI_MOVESHOOT_H
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