Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// ghost.h
// A spooky halloween ghost bot
// Michael Booth, October 2011
#ifndef GHOST_H
#define GHOST_H
#include "NextBot.h"
#include "NextBotBehavior.h"
#include "NextBotGroundLocomotion.h"
#include "Path/NextBotPathFollow.h"
#define GHOST_SPEED 90
#define GHOST_SCARE_RADIUS 192
class CTFPlayer;
//----------------------------------------------------------------------------
class CGhostLocomotion : public NextBotGroundLocomotion { public: DECLARE_CLASS( CGhostLocomotion, NextBotGroundLocomotion );
CGhostLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { } virtual ~CGhostLocomotion() { }
virtual float GetRunSpeed( void ) const; // get maximum running speed
virtual float GetMaxAcceleration( void ) const; // return maximum acceleration of locomotor
virtual float GetMaxDeceleration( void ) const; // return maximum deceleration of locomotor
};
//----------------------------------------------------------------------------
class CGhost : public NextBotCombatCharacter { public: DECLARE_CLASS( CGhost, NextBotCombatCharacter );
CGhost(); virtual ~CGhost();
static void PrecacheGhost(); virtual void Precache(); virtual void Spawn( void );
void SetLifetime( float duration ); float GetLifetime( void ) const;
// INextBot
DECLARE_INTENTION_INTERFACE( CGhost ); virtual CGhostLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
virtual Vector EyePosition( void );
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
private: CGhostLocomotion *m_locomotor; Vector m_eyeOffset; Vector m_homePos; float m_lifetime; };
inline void CGhost::SetLifetime( float duration ) { m_lifetime = duration; }
inline float CGhost::GetLifetime( void ) const { return m_lifetime; }
inline Vector CGhost::EyePosition( void ) { return GetAbsOrigin() + m_eyeOffset; }
extern CGhost *SpawnGhost( const Vector &spot, const QAngle &angles, float lifetime = 10.0f );
#endif // GHOST_H
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