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51 lines
1.4 KiB
51 lines
1.4 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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//============================================================================= |
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#ifndef ZOMBIE_BODY_H |
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#define ZOMBIE_BODY_H |
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#include "animation.h" |
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#include "NextBotBodyInterface.h" |
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class INextBot; |
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//---------------------------------------------------------------------------------------------------------------- |
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/** |
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* The interface for control and information about the bot's body state (posture, animation state, etc) |
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*/ |
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class CZombieBody : public IBody |
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{ |
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public: |
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CZombieBody( INextBot *bot ); |
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virtual ~CZombieBody() { } |
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virtual void Update( void ); |
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virtual bool StartActivity( Activity act, unsigned int flags = 0 ); |
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virtual Activity GetActivity( void ) const; // return currently animating activity |
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virtual bool IsActivity( Activity act ) const; // return true if currently animating activity matches the given one |
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virtual unsigned int GetSolidMask( void ) const; // return the bot's collision mask (hack until we get a general hull trace abstraction here or in the locomotion interface) |
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private: |
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int m_currentActivity; |
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int m_moveXPoseParameter; |
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int m_moveYPoseParameter; |
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}; |
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inline Activity CZombieBody::GetActivity( void ) const |
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{ |
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return (Activity)m_currentActivity; |
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} |
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inline bool CZombieBody::IsActivity( Activity act ) const |
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{ |
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return act == m_currentActivity ? true : false; |
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} |
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#endif // ZOMBIE_BODY_H
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