Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Hooks and classes for the support of humanoid NPCs with
// groovy facial animation capabilities, aka, "Actors"
//
//=============================================================================//
#ifndef AI_INTEREST_TARGET_H
#define AI_INTEREST_TARGET_H
#if defined( _WIN32 )
#pragma once
#endif
//-----------------------------------------------------------------------------
// CAI_BaseActor
//
// Purpose: The base class for all facially expressive NPCS.
//
//-----------------------------------------------------------------------------
class CAI_InterestTarget_t
{
public:
enum CAI_InterestTarget_e
{
LOOKAT_ENTITY = 0,
LOOKAT_POSITION,
LOOKAT_BOTH
};
public:
bool IsThis( CBaseEntity *pThis );
const Vector &GetPosition( void );
bool IsActive( void );
float Interest( void );
public:
CAI_InterestTarget_e m_eType; // ????
EHANDLE m_hTarget;
Vector m_vecPosition;
float m_flStartTime;
float m_flEndTime;
float m_flRamp;
float m_flInterest;
DECLARE_SIMPLE_DATADESC();
};
class CAI_InterestTarget : public CUtlVector<CAI_InterestTarget_t>
{
public:
void Add( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp );
void Add( const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
void Add( CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
int Find( CBaseEntity *pTarget )
{
int i;
for ( i = 0; i < Count(); i++)
{
if (pTarget == (*this)[i].m_hTarget)
return i;
}
return InvalidIndex();
}
void Cleanup( void )
{
int i;
for (i = Count() - 1; i >= 0; i--)
{
if (!Element(i).IsActive())
{
Remove( i );
}
}
};
private:
void Add( CAI_InterestTarget_t::CAI_InterestTarget_e type, CBaseEntity *pTarget, const Vector &vecPosition, float flImportance, float flDuration, float flRamp );
};
//-----------------------------------------------------------------------------
#endif // AI_INTEREST_TARGET_H