Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base combat character with no AI
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_LINK_H
#define AI_LINK_H
#pragma once
#include "ai_hull.h" // For num hulls
struct edict_t;
enum Link_Info_t { bits_LINK_STALE_SUGGESTED = 0x01, // NPC found this link to be blocked
bits_LINK_OFF = 0x02, // This link has been turned off
};
//=============================================================================
// >> CAI_Link
//=============================================================================
class CAI_DynamicLink;
#define AI_MOVE_TYPE_BITS ( bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_FLY | bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_SWIM | bits_CAP_MOVE_CRAWL )
class CAI_Link { public:
short m_iSrcID; // the node that 'owns' this link
short m_iDestID; // the node on the other end of the link.
int DestNodeID(int srcID); // Given the source node ID, returns the destination ID
byte m_iAcceptedMoveTypes[NUM_HULLS]; // Capability_T of motions acceptable for each hull type
byte m_LinkInfo; // other information about this link
float m_timeStaleExpires;
CAI_DynamicLink *m_pDynamicLink; //edict_t *m_pLinkEnt; // the entity that blocks this connection (doors, etc)
// m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes)
//char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore)
//float m_flWeight; // length of the link line segment
private: friend class CAI_Network; CAI_Link(void); };
#endif // AI_LINK_H
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