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68 lines
2.1 KiB
C
68 lines
2.1 KiB
C
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//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/FollowPathToEntity.h $
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// $Revision:: 7 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:53a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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//
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// DESCRIPTION:
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// Specialization of FollowPath used to follow moving entities
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//
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#ifndef __FOLLOW_PATH_TO_ENTITY_H__
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#define __FOLLOW_PATH_TO_ENTITY_H__
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#include "FollowPath.h"
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class Actor;
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//------------------------- CLASS ------------------------------
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//
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// Name: FollowPathToEntity
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// Base Class: FollowPath
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//
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// Description: FollowPathToEntity is a specialization of
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// FollowPath used when the Actor must move to a moving Entity
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//
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// Method of Use: Behaviors Aggregate FollowPath classes to
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// handle long term motion to a goal
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//
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//--------------------------------------------------------------
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class FollowPathToEntity : public FollowPath
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{
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public:
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CLASS_PROTOTYPE( FollowPathToEntity );
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FollowPathToEntity();
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virtual void SetGoal( Entity *ent, const float radius, Actor &self );
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virtual const Vector & GetGoalPosition(void) const { assert (_targetEntity != NULL); return _targetEntity->origin; }
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virtual const float GetGoalRadius(void) const { return Vector(_targetEntity->mins).lengthXY(); }
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virtual const ReturnValue Evaluate( Actor &self );
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virtual void Archive( Archiver &arc );
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protected:
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virtual const bool ClearTraceToGoal( Actor &self, const trace_t &traceToGoal, const float radius ) const;
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private:
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EntityPtr _targetEntity;
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Vector _oldGoalPosition;
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};
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inline void FollowPathToEntity::Archive( Archiver &arc )
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{
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FollowPath::Archive( arc );
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arc.ArchiveSafePointer( &_targetEntity );
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arc.ArchiveVector( &_oldGoalPosition );
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}
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#endif // FollowPathToEntity.h
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