Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#pragma once
#ifndef AI_LOOKTARGET_H
#define AI_LOOKTARGET_H
#define SF_LOOKTARGET_ONLYONCE 0x00000001
//=============================================================================
//=============================================================================
class CAI_LookTarget : public CPointEntity { public: DECLARE_CLASS( CAI_LookTarget, CPointEntity ); DECLARE_DATADESC();
CAI_LookTarget() { m_flTimeNextAvailable = -1; }
// Debugging
int DrawDebugTextOverlays(void);
// Accessors & Availability
bool IsEligible( CBaseEntity *pLooker ); bool IsEnabled() { return !m_bDisabled; } bool IsAvailable() { return (gpGlobals->curtime > m_flTimeNextAvailable); } void Reserve( float flDuration );
// Searching
static CAI_LookTarget *GetFirstLookTarget(); static CAI_LookTarget *GetNextLookTarget( CAI_LookTarget *pCurrentTarget );
int m_iContext; int m_iPriority;
void Enable() { m_bDisabled = false; } void Disable() { m_bDisabled = true; }
private: bool m_bDisabled; float m_flTimeNextAvailable; float m_flMaxDist; };
#endif//AI_LOOKTARGET_H
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