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75 lines
1.9 KiB
75 lines
1.9 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=============================================================================//
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#ifndef AI_HULL_H
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#define AI_HULL_H
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#pragma once
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class Vector;
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//=========================================================
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// Link Properties. These hulls must correspond to the hulls
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// in AI_Hull.cpp!
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//=========================================================
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enum Hull_t
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{
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HULL_HUMAN, // Combine, Stalker, Zombie...
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HULL_SMALL_CENTERED, // Scanner
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HULL_WIDE_HUMAN, // Vortigaunt
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HULL_TINY, // Headcrab
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HULL_WIDE_SHORT, // Bullsquid
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HULL_MEDIUM, // Cremator
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HULL_TINY_CENTERED, // Manhack
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HULL_LARGE, // Antlion Guard
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HULL_LARGE_CENTERED, // Mortar Synth
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HULL_MEDIUM_TALL, // Hunter
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//--------------------------------------------
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NUM_HULLS,
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HULL_NONE // No Hull (appears after num hulls as we don't want to count it)
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};
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enum Hull_Bits_t
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{
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bits_HUMAN_HULL = 0x00000001,
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bits_SMALL_CENTERED_HULL = 0x00000002,
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bits_WIDE_HUMAN_HULL = 0x00000004,
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bits_TINY_HULL = 0x00000008,
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bits_WIDE_SHORT_HULL = 0x00000010,
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bits_MEDIUM_HULL = 0x00000020,
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bits_TINY_CENTERED_HULL = 0x00000040,
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bits_LARGE_HULL = 0x00000080,
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bits_LARGE_CENTERED_HULL = 0x00000100,
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bits_MEDIUM_TALL_HULL = 0x00000200,
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bits_HULL_BITS_MASK = 0x000002ff,
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};
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inline int HullToBit( Hull_t hull )
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{
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return ( 1 << hull );
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}
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//=============================================================================
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// >> CAI_Hull
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//=============================================================================
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namespace NAI_Hull
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{
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const Vector &Mins(int id);
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const Vector &Maxs(int id);
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const Vector &SmallMins(int id);
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const Vector &SmallMaxs(int id);
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float Length(int id);
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float Width(int id);
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float Height(int id);
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int Bits(int id);
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const char* Name(int id);
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Hull_t LookupId(const char *szName);
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};
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#endif // AI_HULL_H
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