Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A link that can be turned on and off. Unlike normal links
// dyanimc links must be entities so they and receive messages.
// They update the state of the actual links. Allows us to save
// a lot of memory by not making all links into entities
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_DYNAMICLINK_H
#define AI_DYNAMICLINK_H
#pragma once
enum DynamicLinkState_t { LINK_OFF = 0, LINK_ON = 1, };
class CAI_Link;
//=============================================================================
// >> CAI_DynanicLink
//=============================================================================
class CAI_DynamicLink : public CServerOnlyEntity { DECLARE_CLASS( CAI_DynamicLink, CServerOnlyEntity ); public: static void InitDynamicLinks(void); static void ResetDynamicLinks(void); static void PurgeDynamicLinks(void); static void GenerateControllerLinks();
static bool gm_bInitialized;
static CAI_DynamicLink* GetDynamicLink(int nSrcID, int nDstID);
static CAI_DynamicLink* m_pAllDynamicLinks; // A linked list of all dynamic link
CAI_DynamicLink* m_pNextDynamicLink; // The next dynamic link in the list of dynamic links
int m_nSrcEditID; // the node that 'owns' this link
int m_nDestEditID; // the node on the other end of the link.
int m_nSrcID; // the node that 'owns' this link
int m_nDestID; // the node on the other end of the link.
DynamicLinkState_t m_nLinkState; //
string_t m_strAllowUse; // Only this entity name or classname may use the link
bool m_bInvertAllow; // Instead of only allowing the m_strAllowUse entity, exclude only it
bool m_bPreciseMovement; // Movement must be precise near here
bool m_bFixedUpIds; bool m_bNotSaved; int m_nLinkType; int m_nPriority;
void SetLinkState( void ); bool IsLinkValid( void );
CAI_Link * FindLink();
int ObjectCaps();
// ----------------
// Inputs
// ----------------
void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); DECLARE_DATADESC();
CAI_DynamicLink(); ~CAI_DynamicLink(); };
//=============================================================================
// >> CAI_DynanicLinkVolume
//=============================================================================
class CAI_DynamicLinkController : public CServerOnlyEntity { DECLARE_CLASS( CAI_DynamicLinkController, CServerOnlyEntity ); public: void GenerateLinksFromVolume();
// ----------------
// Inputs
// ----------------
void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); void InputSetAllowed( inputdata_t &inputdata ); void InputSetInvert( inputdata_t &inputdata ); CUtlVector< CHandle<CAI_DynamicLink> > m_ControlledLinks; DynamicLinkState_t m_nLinkState; string_t m_strAllowUse; // Only this entity name or classname may use the link
int m_nPriority; bool m_bInvertAllow; // Instead of only allowing the m_strAllowUse entity, exclude only it
bool m_bUseAirLinkRadius;
DECLARE_DATADESC(); };
//=============================================================================
//=============================================================================
class CAI_RadialLinkController : public CBaseEntity { DECLARE_CLASS( CAI_RadialLinkController, CBaseEntity );
public: void Spawn(); void Activate(); void PollMotionThink(); void ModifyNodeLinks( bool bMakeStale );
public: float m_flRadius; Vector m_vecAtRestOrigin; bool m_bAtRest;
DECLARE_DATADESC(); };
#endif // AI_DYNAMICLINK_H
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