mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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137 lines
4.9 KiB
C++
137 lines
4.9 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef IMPROV_H
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#define IMPROV_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseEntity;
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class CNavLadder;
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/* <46f4d9> ../game_shared/bot/improv.h:17 */
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class IImprovEvent
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{
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public:
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virtual void OnMoveToSuccess(const Vector &goal) {};
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enum MoveToFailureType
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{
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FAIL_INVALID_PATH = 0,
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FAIL_STUCK,
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FAIL_FELL_OFF,
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};
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virtual void OnMoveToFailure(const Vector &goal, MoveToFailureType reason) {};
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virtual void OnInjury(float amount) {};
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};/* size: 4, cachelines: 1, members: 1 */
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class CImprov: public IImprovEvent
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{
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public:
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virtual ~CImprov(void) {};
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virtual bool IsAlive(void) const = 0;
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virtual void MoveTo(const Vector &goal) = 0;
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virtual void LookAt(const Vector &target) = 0;
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virtual void ClearLookAt(void) = 0;
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virtual void FaceTo(const Vector &goal) = 0;
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virtual void ClearFaceTo(void) = 0;
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virtual bool IsAtMoveGoal(float error = 20.0f) const = 0;
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virtual bool HasLookAt(void) const = 0;
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virtual bool HasFaceTo(void) const = 0;
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virtual bool IsAtFaceGoal(void) const = 0;
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virtual bool IsFriendInTheWay(const Vector &goalPos) const = 0;
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virtual bool IsFriendInTheWay(CBaseEntity *myFriend, const Vector &goalPos) const = 0;
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virtual void MoveForward(void) = 0;
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virtual void MoveBackward(void) = 0;
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virtual void StrafeLeft(void) = 0;
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virtual void StrafeRight(void) = 0;
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virtual bool Jump(void) = 0;
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virtual void Crouch(void) = 0;
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virtual void StandUp(void) = 0;
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virtual void TrackPath(const Vector &pathGoal, float deltaT) = 0;
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virtual void StartLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos) = 0;
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virtual bool TraverseLadder(const CNavLadder *ladder, enum NavTraverseType how, const Vector *approachPos, const Vector *departPos, float deltaT) = 0;
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virtual bool GetSimpleGroundHeightWithFloor(const Vector *pos, float *height, Vector *normal = NULL) = 0;
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virtual void Run(void) = 0;
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virtual void Walk(void) = 0;
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virtual void Stop(void) = 0;
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virtual float GetMoveAngle(void) const = 0;
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virtual float GetFaceAngle(void) const = 0;
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virtual const Vector &GetFeet(void) const = 0;
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virtual const Vector &GetCentroid(void) const = 0;
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virtual const Vector &GetEyes(void) const = 0;
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virtual bool IsRunning(void) const = 0;
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virtual bool IsWalking(void) const = 0;
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virtual bool IsStopped(void) const = 0;
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virtual bool IsCrouching(void) const = 0;
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virtual bool IsJumping(void) const = 0;
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virtual bool IsUsingLadder(void) const = 0;
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virtual bool IsOnGround(void) const = 0;
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virtual bool IsMoving(void) const = 0;
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virtual bool CanRun(void) const = 0;
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virtual bool CanCrouch(void) const = 0;
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virtual bool CanJump(void) const = 0;
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virtual bool IsVisible(const Vector &pos, bool testFOV = false) const = 0;
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virtual bool IsPlayerLookingAtMe(CBasePlayer *other, float cosTolerance = 0.95f) const = 0;
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virtual CBasePlayer *IsAnyPlayerLookingAtMe(int team = 0, float cosTolerance = 0.95f) const = 0;
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virtual CBasePlayer *GetClosestPlayerByTravelDistance(int team = 0, float *range = NULL) const = 0;
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virtual CNavArea *GetLastKnownArea(void) const = 0;
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virtual void OnUpdate(float deltaT) = 0;
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virtual void OnUpkeep(float deltaT) = 0;
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virtual void OnReset(void) = 0;
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virtual void OnGameEvent(GameEventType event, CBaseEntity *entity, CBaseEntity *other) = 0;
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virtual void OnTouch(CBaseEntity *other) = 0;
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};/* size: 4, cachelines: 1, members: 1 */
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#ifdef HOOK_GAMEDLL
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typedef bool (CImprov::*IS_FRIEND_INT_THEWAY_VECTOR)(const Vector &goalPos) const;
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typedef bool (CImprov::*IS_FRIEND_INT_THEWAY_CBASEENTITY)(CBaseEntity *myFriend, const Vector &goalPos) const;
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#endif // HOOK_GAMEDLL
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#endif // IMPROV_H
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