quake4-sdk/source/mpgame/SecurityCamera.h

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2007-06-15 00:00:00 +00:00
#ifndef __GAME_SECURITYCAMERA_H__
#define __GAME_SECURITYCAMERA_H__
/*
===================================================================================
Security camera
===================================================================================
*/
class idSecurityCamera : public idEntity {
public:
CLASS_PROTOTYPE( idSecurityCamera );
~idSecurityCamera( void );
void Spawn( void );
void Save( idSaveGame *savefile ) const;
void Restore( idRestoreGame *savefile );
virtual void Think( void );
virtual renderView_t * GetRenderView();
virtual void Killed( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual bool Pain( idEntity *inflictor, idEntity *attacker, int damage, const idVec3 &dir, int location );
virtual void Present( void );
private:
enum { SCANNING, LOSINGINTEREST, ALERT, ACTIVATED };
float angle;
float sweepAngle;
int modelAxis;
bool flipAxis;
float scanDist;
float scanFov;
float sweepStart;
float sweepEnd;
bool negativeSweep;
bool sweeping;
int alertMode;
float stopSweeping;
float scanFovCos;
idVec3 viewOffset;
int pvsArea;
idPhysics_RigidBody physicsObj;
idTraceModel trm;
void StartSweep( void );
bool CanSeePlayer( void );
void SetAlertMode( int status );
void DrawFov( void );
const idVec3 GetAxis( void ) const;
float SweepSpeed( void ) const;
void Event_ReverseSweep( void );
void Event_ContinueSweep( void );
void Event_Pause( void );
void Event_Alert( void );
void Event_AddLight( void );
};
#endif /* !__GAME_SECURITYCAMERA_H__ */