//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// // nav_entities.h // Navigation entities // Author: Michael S. Booth (mike@turtlerockstudios.com), January 2003 #ifndef NAV_ENTITIES_H #define NAV_ENTITIES_H //----------------------------------------------------------------------------------------------------- /** * An entity that can block/unblock nav areas. This is meant for semi-transient areas that block * pathfinding but can be ignored for longer-term queries like computing L4D flow distances and * escape routes. */ class CFuncNavBlocker : public CBaseEntity { DECLARE_DATADESC(); DECLARE_CLASS( CFuncNavBlocker, CBaseEntity ); public: void Spawn(); virtual void UpdateOnRemove( void ); void InputBlockNav( inputdata_t &inputdata ); void InputUnblockNav( inputdata_t &inputdata ); inline bool IsBlockingNav( int teamNumber ) const { if ( teamNumber == TEAM_ANY ) { bool isBlocked = false; for ( int i=0; i gm_NavBlockers; void BlockNav( void ); void UnblockNav( void ); bool m_isBlockingNav[MAX_NAV_TEAMS]; int m_blockedTeamNumber; bool m_bDisabled; Vector m_CachedMins, m_CachedMaxs; }; #endif // NAV_ENTITIES_H