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//========= 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
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