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