//========= 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 m_hLine; Vector m_vecRopeAnchor; DECLARE_DATADESC(); }; #endif // AI_BEHAVIOR_RAPPEL_H