source-engine/game/server/swarm/asw_ai_behavior_idle.h

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2023-10-03 17:23:56 +03:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: blah blah blah
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#ifndef ASW_AI_BEHAVIOR_IDLE_H
#define ASW_AI_BEHAVIOR_IDLE_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_ai_behavior.h"
class CAI_ASW_IdleBehavior : public CAI_ASW_Behavior
{
DECLARE_CLASS( CAI_ASW_IdleBehavior, CAI_ASW_Behavior );
public:
CAI_ASW_IdleBehavior( );
virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_IDLE; }
static const char *GetClassName() { return "behavior_idle"; }
virtual const char *GetClassNameV() { return GetClassName(); }
virtual const char *GetName() { return "Idle"; }
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual void Precache( void );
virtual void Init( );
virtual bool CanSelectSchedule( );
virtual void GatherConditions( );
virtual void GatherConditionsNotActive( );
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual int SelectSchedule( );
virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
enum
{
SCHED_IDLE_SIT_AROUND = BaseClass::NEXT_SCHEDULE,
NEXT_SCHEDULE,
};
DEFINE_CUSTOM_SCHEDULE_PROVIDER;
protected:
virtual void GatherCommonConditions( );
private:
DECLARE_DATADESC();
};
#endif // ASW_AI_BEHAVIOR_IDLE_H