Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A CBaseFlex, with an Expresser so that it can
//
// $NoKeywords: $
//=============================================================================//
#ifndef FLEX_EXPRESSER_H
#define FLEX_EXPRESSER_H
#ifdef _WIN32
#pragma once
#endif
#include "flexcycler.h"
#include "ai_speech.h"
#define FCYCLER_NOTSOLID 1
class CFlexExpresserShim : public CFlexCycler { public: inline CAI_Expresser *GetExpresser( void ) { return m_pExpresser; } inline const CAI_Expresser *GetMultiplayerExpresser( void ) const { return m_pExpresser; }
protected: CAI_Expresser *m_pExpresser; };
class CFlexExpresser : public CAI_ExpresserHost<CFlexExpresserShim> { DECLARE_CLASS( CFlexExpresser, CAI_ExpresserHost<CFlexExpresserShim> );
public: DECLARE_DATADESC(); CFlexExpresser(); ~CFlexExpresser();
inline CAI_Expresser *GetExpresser( void ) { return m_pExpresser; } inline const CAI_Expresser *GetMultiplayerExpresser( void ) const { return m_pExpresser; } virtual IResponseSystem *GetResponseSystem( void ); virtual void Spawn(); void Think( void ); virtual int OnTakeDamage( const CTakeDamageInfo &info ); //< stubbed out, does nothing, flexexpressers are immortal
void InputSpeakResponseConcept( inputdata_t &inputdata );
/// given a pointer to a CBaseEntity, return a CFlexExpresser * if that base entity is a prop_talker, NULL otherwise
/// (hopefully faster than dynamic_cast). Passing NULL is safe.
static CFlexExpresser *AsFlexExpresser( CBaseEntity *pEntity );
float m_flThenAnyMaxDist; //< if nonzero, override the maximum dispatch distance for a THEN ANY followup.
protected: CAI_Expresser *CreateExpresser( void );
};
#endif // FLEX_EXPRESSER_H
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