26 lines
1.4 KiB
C
26 lines
1.4 KiB
C
|
//========= Copyright <20> 1996-2008, Valve Corporation, All rights reserved. ============//
|
|||
|
//
|
|||
|
// Purpose: System to generate events as specified entities become visible to players.
|
|||
|
//
|
|||
|
// $NoKeywords: $
|
|||
|
//=====================================================================================//
|
|||
|
|
|||
|
#include "cbase.h"
|
|||
|
|
|||
|
// memdbgon must be the last include file in a .cpp file!!!
|
|||
|
#include "tier0/memdbgon.h"
|
|||
|
|
|||
|
// A callback which will automatically be used instead of generating the generic
|
|||
|
// 'on_entity_visible' game event. Often used so that the entity can generate
|
|||
|
// its own, more unique game event.
|
|||
|
// Return TRUE if you want the generic event generated after the callback
|
|||
|
// Return FALSE if you do not want the generic event generated
|
|||
|
typedef bool (*VisibilityMonitorCallback)( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer );
|
|||
|
|
|||
|
// This callback tells us which object is being seen, and by which client. The callback returns 'true'
|
|||
|
// to allow visibility monitor to acknowledge the event, or false to suppress the event.
|
|||
|
typedef bool (*VisibilityMonitorEvaluator)( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer );
|
|||
|
|
|||
|
extern void VisibilityMonitor_AddEntity( CBaseEntity *pEntity, float flMinDist, VisibilityMonitorCallback pfnCallback, VisibilityMonitorEvaluator pfnEvaluator );
|
|||
|
extern void VisibilityMonitor_RemoveEntity( CBaseEntity *pEntity );
|