//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef PASSTIME_BALLCONTROLLER_PLAYERSEEK_H #define PASSTIME_BALLCONTROLLER_PLAYERSEEK_H #ifdef _WIN32 #pragma once #endif #include "passtime_ballcontroller.h" class CBaseEntity; //----------------------------------------------------------------------------- class CPasstimeBallControllerPlayerSeek : public CPasstimeBallController { public: CPasstimeBallControllerPlayerSeek(); private: virtual bool IsActive() const OVERRIDE { return true; } virtual bool Apply( CPasstimeBall *ball ) OVERRIDE; virtual void OnDisabled() OVERRIDE { SetIsEnabled( true ); } // never actually disable virtual void OnBallSpawned( CPasstimeBall *ball ) OVERRIDE; CTFPlayer *FindTarget( CTFPlayer *pIgnorePlayer, const Vector& ballOrigin ) const; bool Seek( CPasstimeBall *ball, CTFPlayer *pTarget ) const; float m_fEnableTime; }; #endif // PASSTIME_BALLCONTROLLER_PLAYERSEEK_H