/* * * This program is free software; you can redistribute it and/or modify it * under the terms of the GNU General Public License as published by the * Free Software Foundation; either version 2 of the License, or (at * your option) any later version. * * This program is distributed in the hope that it will be useful, but * WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * In addition, as a special exception, the author gives permission to * link the code of this program with the Half-Life Game Engine ("HL * Engine") and Modified Game Libraries ("MODs") developed by Valve, * L.L.C ("Valve"). You must obey the GNU General Public License in all * respects for all of the code used other than the HL Engine and MODs * from Valve. If you modify this file, you may extend this exception * to your version of the file, but you are not obligated to do so. If * you do not wish to do so, delete this exception statement from your * version. * */ #ifndef IMPROV_H #define IMPROV_H #ifdef _WIN32 #pragma once #endif class CBaseEntity; class CNavLadder; /* <46f4d9> ../game_shared/bot/improv.h:17 */ class IImprovEvent { public: virtual void OnMoveToSuccess(const Vector &goal) {}; enum MoveToFailureType { FAIL_INVALID_PATH = 0, FAIL_STUCK, FAIL_FELL_OFF, }; virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {}; virtual void OnInjury(float amount) {}; };/* size: 4, cachelines: 1, members: 1 */ class CImprov: public IImprovEvent { public: virtual ~CImprov(void) {}; virtual bool IsAlive(void) const = 0; virtual void MoveTo(const Vector &goal) = 0; virtual void LookAt(const Vector &target) = 0; virtual void ClearLookAt(void) = 0; virtual void FaceTo(const Vector &goal) = 0; virtual void ClearFaceTo(void) = 0; virtual bool IsAtMoveGoal(float error = 20.0f) const = 0; virtual bool HasLookAt(void) const = 0; virtual bool HasFaceTo(void) const = 0; virtual bool IsAtFaceGoal(void) const = 0; virtual bool IsFriendInTheWay(const Vector &goalPos) const = 0; virtual bool IsFriendInTheWay(CBaseEntity *myFriend, const Vector &goalPos) const = 0; virtual void MoveForward(void) = 0; virtual void MoveBackward(void) = 0; virtual void StrafeLeft(void) = 0; virtual void StrafeRight(void) = 0; virtual bool Jump(void) = 0; virtual void Crouch(void) = 0; virtual void StandUp(void) = 0; virtual void TrackPath(const Vector &pathGoal, float deltaT) = 0; virtual void StartLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos) = 0; virtual bool TraverseLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos, float deltaT) = 0; virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = NULL) = 0; virtual void Run(void) = 0; virtual void Walk(void) = 0; virtual void Stop(void) = 0; virtual float GetMoveAngle(void) const = 0; virtual float GetFaceAngle(void) const = 0; virtual const Vector &GetFeet(void) const = 0; virtual const Vector &GetCentroid(void) const = 0; virtual const Vector &GetEyes(void) const = 0; virtual bool IsRunning(void) const = 0; virtual bool IsWalking(void) const = 0; virtual bool IsStopped(void) const = 0; virtual bool IsCrouching(void) const = 0; virtual bool IsJumping(void) const = 0; virtual bool IsUsingLadder(void) const = 0; virtual bool IsOnGround(void) const = 0; virtual bool IsMoving(void) const = 0; virtual bool CanRun(void) const = 0; virtual bool CanCrouch(void) const = 0; virtual bool CanJump(void) const = 0; virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0; virtual bool IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance = 0.95f) const = 0; virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0; virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = NULL) const = 0; virtual CNavArea *GetLastKnownArea(void) const = 0; virtual void OnUpdate(float deltaT) = 0; virtual void OnUpkeep(float deltaT) = 0; virtual void OnReset(void) = 0; virtual void OnGameEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0; virtual void OnTouch(CBaseEntity *other) = 0; };/* size: 4, cachelines: 1, members: 1 */ #ifdef HOOK_GAMEDLL typedef bool (CImprov::*IS_FRIEND_INT_THEWAY_VECTOR)(const Vector &goalPos) const; typedef bool (CImprov::*IS_FRIEND_INT_THEWAY_CBASEENTITY)(CBaseEntity *myFriend, const Vector &goalPos) const; #endif // HOOK_GAMEDLL #endif // IMPROV_H