Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_AI_BASENPC_H
#define C_AI_BASENPC_H
#ifdef _WIN32
#pragma once
#endif
#include "c_basecombatcharacter.h"
// NOTE: Moved all controller code into c_basestudiomodel
class C_AI_BaseNPC : public C_BaseCombatCharacter
{
DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter );
public:
DECLARE_CLIENTCLASS();
C_AI_BaseNPC();
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual bool IsNPC( void ) { return true; }
bool IsMoving( void ){ return m_bIsMoving; }
bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; }
virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt ) OVERRIDE;
int GetDeathPose( void ) { return m_iDeathPose; }
bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; }
int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; }
int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; }
void ClientThink( void );
void OnDataChanged( DataUpdateType_t type );
bool ImportantRagdoll( void ) { return m_bImportanRagdoll; }
private:
C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible
float m_flTimePingEffect;
int m_iDeathPose;
int m_iDeathFrame;
int m_iSpeedModRadius;
int m_iSpeedModSpeed;
bool m_bPerformAvoidance;
bool m_bIsMoving;
bool m_bFadeCorpse;
bool m_bSpeedModActive;
bool m_bImportanRagdoll;
};
#endif // C_AI_BASENPC_H