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nekohook/modules/source2013/sdk/game/server/ai_eventresponse.h
2020-08-04 13:13:01 -04:00

48 lines
1.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: AI system that makes NPCs verbally respond to game events
//
//=============================================================================//
#ifndef AI_EVENTRESPONSE_H
#define AI_EVENTRESPONSE_H
#include "utldict.h"
#define NPCEVENTRESPONSE_DISTANCE_SQR \
(768 * 768) // Maximum distance for responding to NPCs
#define NPCEVENTRESPONSE_REFIRE_TIME \
15.0 // Time after giving a response before giving any more
#define NPCEVENTRESPONSE_GIVEUP_TIME \
4.0 // Time after a response trigger was fired before discarding it without
// responding
//-----------------------------------------------------------------------------
// Purpose: AI system that makes NPCs verbally respond to game events
//-----------------------------------------------------------------------------
class CNPCEventResponseSystem : public CAutoGameSystemPerFrame {
public:
CNPCEventResponseSystem(char const *name) : CAutoGameSystemPerFrame(name) {}
void LevelInitPreEntity();
void FrameUpdatePreEntityThink();
void TriggerEvent(const char *pResponse, bool bForce, bool bCancelScript);
private:
float m_flNextEventPoll;
struct storedevent_t {
float flEventTime;
float flNextResponseTime;
bool bForce;
bool bCancelScript;
bool bPreventExpiration;
};
typedef CUtlDict<storedevent_t, int> EventMap;
EventMap m_ActiveEvents;
};
CNPCEventResponseSystem *NPCEventResponse();
#endif // AI_EVENTRESPONSE_H