//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: blah blah blah // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #ifndef ASW_AI_BEHAVIOR_SCUTTLE_H #define ASW_AI_BEHAVIOR_SCUTTLE_H #ifdef _WIN32 #pragma once #endif #include "asw_ai_behavior.h" class CAI_ASW_ScuttleBehavior : public CAI_ASW_Behavior { DECLARE_CLASS( CAI_ASW_ScuttleBehavior, CAI_ASW_Behavior ); public: CAI_ASW_ScuttleBehavior( ); virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_SCUTTLE; } static const char *GetClassName() { return "behavior_scuttle"; } virtual const char *GetClassNameV() { return GetClassName(); } virtual const char *GetName() { return "Scuttle"; } virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual void Precache( void ); 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( ); enum { SCHED_SCUTTLE_MOVE_NEAR_TARGET = BaseClass::NEXT_SCHEDULE, NEXT_SCHEDULE, TASK_SCUTTLE_SET_PATH = BaseClass::NEXT_TASK, TASK_SCUTTLE_WAIT, NEXT_TASK, COND_SCUTTLE_HAS_DESTINATION = BaseClass::NEXT_CONDITION, COND_SCUTTLE_TARGET_CHANGED, NEXT_CONDITION, }; DEFINE_CUSTOM_SCHEDULE_PROVIDER; protected: virtual void GatherCommonConditions( ); private: EHANDLE m_hTargetEnt; // the entity that the npc is trying to go near float m_flDeferUntil; float m_flPackRange; float m_flPackRangeSquared; float m_flMinBackOff; float m_flMaxBackOff; float m_flMinYawVariation; float m_flMaxYawVariation; float m_flMinTimeWait; float m_flMaxTimeWait; Vector m_vDestination; DECLARE_DATADESC(); }; #endif // ASW_AI_BEHAVIOR_SCUTTLE_H