Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#ifndef ZOMBIE_BODY_H
#define ZOMBIE_BODY_H
#include "animation.h"
#include "NextBotBodyInterface.h"
class INextBot;
//----------------------------------------------------------------------------------------------------------------
/**
* The interface for control and information about the bot's body state (posture, animation state, etc)
*/
class CZombieBody : public IBody
{
public:
CZombieBody( INextBot *bot );
virtual ~CZombieBody() { }
virtual void Update( void );
virtual bool StartActivity( Activity act, unsigned int flags = 0 );
virtual Activity GetActivity( void ) const; // return currently animating activity
virtual bool IsActivity( Activity act ) const; // return true if currently animating activity matches the given one
virtual unsigned int GetSolidMask( void ) const; // return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface)
private:
int m_currentActivity;
int m_moveXPoseParameter;
int m_moveYPoseParameter;
};
inline Activity CZombieBody::GetActivity( void ) const
{
return (Activity)m_currentActivity;
}
inline bool CZombieBody::IsActivity( Activity act ) const
{
return act == m_currentActivity ? true : false;
}
#endif // ZOMBIE_BODY_H