Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Deal with weapon being out
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BEHAVIOR_RAPPEL_H
#define AI_BEHAVIOR_RAPPEL_H
#ifdef _WIN32
#pragma once
#endif
#include "ai_behavior.h"
class CBeam;
class CAI_RappelBehavior : public CAI_SimpleBehavior { DECLARE_CLASS( CAI_RappelBehavior, CAI_SimpleBehavior );
public: CAI_RappelBehavior(); void Precache( void ); virtual const char *GetName() { return "Rappel"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual bool CanSelectSchedule(); void GatherConditions(); void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true ); //virtual void BeginScheduleSelection();
//virtual void EndScheduleSelection();
void StartTask( const Task_t *pTask ); void RunTask( const Task_t *pTask );
bool IsWaitingToRappel() { return m_bWaitingToRappel; } void BeginRappel(); void SetDescentSpeed();
void CreateZipline(); void CutZipline();
//void BuildScheduleTestBits();
//int TranslateSchedule( int scheduleType );
//void OnStartSchedule( int scheduleType );
//void InitializeBehavior();
enum { SCHED_RAPPEL_WAIT = BaseClass::NEXT_SCHEDULE, SCHED_RAPPEL, SCHED_CLEAR_RAPPEL_POINT, // Get out of the way for the next guy
NEXT_SCHEDULE,
TASK_RAPPEL = BaseClass::NEXT_TASK, TASK_HIT_GROUND, NEXT_TASK,
COND_BEGIN_RAPPEL = BaseClass::NEXT_CONDITION, NEXT_CONDITION, };
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
public:
private: virtual int SelectSchedule();
//---------------------------------
bool m_bWaitingToRappel; bool m_bOnGround; CHandle<CBeam> m_hLine; Vector m_vecRopeAnchor; DECLARE_DATADESC(); };
#endif // AI_BEHAVIOR_RAPPEL_H
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