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

66 lines
1.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef SCRIPTEDTARGET_H
#define SCRIPTEDTARGET_H
#ifdef _WIN32
#pragma once
#endif
#ifndef SCRIPTEVENT_H
#include "scriptevent.h"
#endif
#include "ai_basenpc.h"
class CScriptedTarget : public CAI_BaseNPC {
DECLARE_CLASS(CScriptedTarget, CAI_BaseNPC);
public:
DECLARE_DATADESC();
void Spawn(void);
virtual int ObjectCaps(void) {
return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
}
void ScriptThink(void);
CBaseEntity* FindEntity(void);
void TurnOn(void);
void TurnOff(void);
// Input handlers
void InputEnable(inputdata_t& inputdata);
void InputDisable(inputdata_t& inputdata);
CScriptedTarget* NextScriptedTarget(void);
float MoveSpeed(void) { return m_nMoveSpeed; };
float EffectDuration(void) { return m_flEffectDuration; };
int DrawDebugTextOverlays(void);
void DrawDebugGeometryOverlays(void);
float PercentComplete(void);
Vector m_vLastPosition; // Last position that's been reached
private:
int m_iDisabled; // Initial state
string_t m_iszEntity; // entity that is wanted for this script
float m_flRadius; // range to search
int m_nMoveSpeed; // How fast do I burn from target to target
float m_flPauseDuration; // How long to pause at this target
float m_flPauseDoneTime; // When is pause over
float m_flEffectDuration; // How long should any associated effect last?
COutputEvent m_AtTarget; // Fired when scripted target has been reached
COutputEvent m_LeaveTarget; // Fired when scripted target is left
};
#endif // SCRIPTEDTARGET_H