sqwarmed/sdk_src/game/server/ai_eventresponse.h

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: AI system that makes NPCs verbally respond to game events
//
//=============================================================================//
#ifndef AI_EVENTRESPONSE_H
#define AI_EVENTRESPONSE_H
#include "utldict.h"
#define NPCEVENTRESPONSE_DISTANCE_SQR (768 * 768) // Maximum distance for responding to NPCs
#define NPCEVENTRESPONSE_REFIRE_TIME 15.0 // Time after giving a response before giving any more
#define NPCEVENTRESPONSE_GIVEUP_TIME 4.0 // Time after a response trigger was fired before discarding it without responding
//-----------------------------------------------------------------------------
// Purpose: AI system that makes NPCs verbally respond to game events
//-----------------------------------------------------------------------------
class CNPCEventResponseSystem : public CAutoGameSystemPerFrame
{
public:
CNPCEventResponseSystem( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
void LevelInitPreEntity();
void FrameUpdatePreEntityThink();
void TriggerEvent( const char *pResponse, bool bForce, bool bCancelScript );
private:
float m_flNextEventPoll;
struct storedevent_t
{
float flEventTime;
float flNextResponseTime;
bool bForce;
bool bCancelScript;
bool bPreventExpiration;
};
typedef CUtlDict< storedevent_t, int > EventMap;
EventMap m_ActiveEvents;
};
CNPCEventResponseSystem *NPCEventResponse();
#endif // AI_EVENTRESPONSE_H