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2020-08-04 13:13:01 -04:00

46 lines
1.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#pragma once
#ifndef AI_LOOKTARGET_H
#define AI_LOOKTARGET_H
#define SF_LOOKTARGET_ONLYONCE 0x00000001
//=============================================================================
//=============================================================================
class CAI_LookTarget : public CPointEntity {
public:
DECLARE_CLASS(CAI_LookTarget, CPointEntity);
DECLARE_DATADESC();
CAI_LookTarget() { m_flTimeNextAvailable = -1; }
// Debugging
int DrawDebugTextOverlays(void);
// Accessors & Availability
bool IsEligible(CBaseEntity *pLooker);
bool IsEnabled() { return !m_bDisabled; }
bool IsAvailable() { return (gpGlobals->curtime > m_flTimeNextAvailable); }
void Reserve(float flDuration);
// Searching
static CAI_LookTarget *GetFirstLookTarget();
static CAI_LookTarget *GetNextLookTarget(CAI_LookTarget *pCurrentTarget);
int m_iContext;
int m_iPriority;
void Enable() { m_bDisabled = false; }
void Disable() { m_bDisabled = true; }
private:
bool m_bDisabled;
float m_flTimeNextAvailable;
float m_flMaxDist;
};
#endif // AI_LOOKTARGET_H