Files
DoomRTX/neo/prey/Prey/ai_passageway.h
T
2026-05-05 15:01:01 -07:00

50 lines
1.5 KiB
C++

#ifndef __PREY_AI_PASSAGENODE_H__
#define __PREY_AI_PASSAGENODE_H__
//
// hhAIPassageway
//
class hhAIPassageway : public hhAnimated
{
public:
CLASS_PROTOTYPE(hhAIPassageway);
#ifdef ID_DEMO_BUILD //HUMANHEAD jsh PCF 5/26/06: code removed for demo build
virtual void PostSpawn() {};
void SetEnablePassageway(bool tf) {};
void Event_AnimDone( int animIndex ) {};
void Event_Trigger( idEntity *activator ) {};
void Event_EnablePassageway(void) {}
void Event_DisablePassageway(void) {}
#else
hhAIPassageway() {timeLastEntered = 0; lastEntered = NULL;}
virtual void Spawn();
virtual void PostSpawn();
void Save(idSaveGame *savefile) const;
void Restore(idRestoreGame *savefile);
idVec3 GetExitPos(void); // The point that a monster should be spawned upon exiting this passageway
void SetEnablePassageway(bool tf);
bool IsPassagewayEnabled(void) const {return enabled;}
int timeLastEntered; // The time someone last entered this passage node
idEntityPtr<idAI> lastEntered; // The ai that last entered this passage node
bool hasEntered; // FALSE if the AI has not fully entered yet - waiting for one more trigger
protected:
void Event_AnimDone( int animIndex );
void Event_Trigger( idEntity *activator );
void Event_EnablePassageway(void) {SetEnablePassageway(TRUE);}
void Event_DisablePassageway(void) {SetEnablePassageway(FALSE);}
bool enabled; // TRUE if we are a valid passagway
#endif //HUMANHEAD jsh PCF 5/26/06: code removed for demo build
};
#endif