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game/server/ai_looktarget.h
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47
game/server/ai_looktarget.h
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//========= Copyright <20> 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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#pragma once
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#ifndef AI_LOOKTARGET_H
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#define AI_LOOKTARGET_H
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#define SF_LOOKTARGET_ONLYONCE 0x00000001
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//=============================================================================
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//=============================================================================
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class CAI_LookTarget : public CPointEntity
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{
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public:
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DECLARE_CLASS( CAI_LookTarget, CPointEntity );
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DECLARE_DATADESC();
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CAI_LookTarget() { m_flTimeNextAvailable = -1; }
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// Debugging
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int DrawDebugTextOverlays(void);
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// Accessors & Availability
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bool IsEligible( CBaseEntity *pLooker );
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bool IsEnabled() { return !m_bDisabled; }
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bool IsAvailable() { return (gpGlobals->curtime > m_flTimeNextAvailable); }
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void Reserve( float flDuration );
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// Searching
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static CAI_LookTarget *GetFirstLookTarget();
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static CAI_LookTarget *GetNextLookTarget( CAI_LookTarget *pCurrentTarget );
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int m_iContext;
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int m_iPriority;
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void Enable() { m_bDisabled = false; }
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void Disable() { m_bDisabled = true; }
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private:
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bool m_bDisabled;
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float m_flTimeNextAvailable;
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float m_flMaxDist;
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};
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#endif//AI_LOOKTARGET_H
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