//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef AI_MOVESHOOT_H #define AI_MOVESHOOT_H #include "ai_component.h" #if defined( _WIN32 ) #pragma once #endif //----------------------------------------------------------------------------- // @TODO (toml 07-09-03): probably want to fold this into base NPC. evaluate when // head above water class CAI_MoveAndShootOverlay : public CAI_Component { typedef CAI_Component BaseClass; public: CAI_MoveAndShootOverlay(); void StartShootWhileMove( ); void NoShootWhileMove(); void RunShootWhileMove(); void EndShootWhileMove(); void SuspendMoveAndShoot( float flDuration ); bool IsSuspended() { return m_flSuspendUntilTime > gpGlobals->curtime; } void SetInitialDelay( float delay ); bool IsMovingAndShooting( void ) const { return m_bMovingAndShooting; } private: bool HasAvailableRangeAttack(); bool CanAimAtEnemy(); void UpdateMoveShootActivity( bool bMoveAimAtEnemy ); bool m_bMovingAndShooting; bool m_bNoShootWhileMove; float m_initialDelay; float m_flSuspendUntilTime; DECLARE_SIMPLE_DATADESC(); }; //----------------------------------------------------------------------------- #endif // AI_MOVESHOOT_H