#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__ */