Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_AI_BASENPC_H
#define C_AI_BASENPC_H
#ifdef _WIN32
#pragma once
#endif
#include "c_basecombatcharacter.h"
// NOTE: MOved all controller code into c_basestudiomodel
class C_AI_BaseNPC : public C_BaseCombatCharacter { DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter );
public: DECLARE_CLIENTCLASS();
C_AI_BaseNPC(); virtual unsigned int PhysicsSolidMaskForEntity( void ) const; virtual bool IsNPC( void ) { return true; } bool IsMoving( void ){ return m_bIsMoving; } bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; } virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
virtual void GetRagdollInitBoneArrays( matrix3x4a_t *pDeltaBones0, matrix3x4a_t *pDeltaBones1, matrix3x4a_t *pCurrentBones, float boneDt );
int GetDeathPose( void ) { return m_iDeathPose; }
bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; } int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; } int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; }
void ClientThink( void ); void OnDataChanged( DataUpdateType_t type ); bool ImportantRagdoll( void ) { return m_bImportanRagdoll; }
private: C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible
float m_flTimePingEffect; int m_iDeathPose; int m_iDeathFrame;
int m_iSpeedModRadius; int m_iSpeedModSpeed;
bool m_bPerformAvoidance; bool m_bIsMoving; bool m_bFadeCorpse; bool m_bSpeedModActive; bool m_bImportanRagdoll; };
#endif // C_AI_BASENPC_H
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