Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: AI system that makes NPCs verbally respond to game events
//
//=============================================================================//
#ifndef AI_EVENTRESPONSE_H
#define AI_EVENTRESPONSE_H
#include "utldict.h"
#define NPCEVENTRESPONSE_DISTANCE_SQR (768 * 768) // Maximum distance for responding to NPCs
#define NPCEVENTRESPONSE_REFIRE_TIME 15.0 // Time after giving a response before giving any more
#define NPCEVENTRESPONSE_GIVEUP_TIME 4.0 // Time after a response trigger was fired before discarding it without responding
//-----------------------------------------------------------------------------
// Purpose: AI system that makes NPCs verbally respond to game events
//-----------------------------------------------------------------------------
class CNPCEventResponseSystem : public CAutoGameSystemPerFrame { public: CNPCEventResponseSystem( char const *name ) : CAutoGameSystemPerFrame( name ) { }
void LevelInitPreEntity(); void FrameUpdatePreEntityThink(); void TriggerEvent( const char *pResponse, bool bForce, bool bCancelScript );
private: float m_flNextEventPoll;
struct storedevent_t { float flEventTime; float flNextResponseTime; bool bForce; bool bCancelScript; bool bPreventExpiration; };
typedef CUtlDict< storedevent_t, int > EventMap; EventMap m_ActiveEvents; };
CNPCEventResponseSystem *NPCEventResponse();
#endif // AI_EVENTRESPONSE_H
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