//========= Copyright Valve Corporation, All rights reserved. ============// // //=============================================================================// #ifndef AI_HULL_H #define AI_HULL_H #pragma once class Vector; //========================================================= // Link Properties. These hulls must correspond to the hulls // in AI_Hull.cpp! //========================================================= enum Hull_t { HULL_HUMAN, // Combine, Stalker, Zombie... HULL_SMALL_CENTERED, // Scanner HULL_WIDE_HUMAN, // Vortigaunt HULL_TINY, // Headcrab HULL_WIDE_SHORT, // Bullsquid HULL_MEDIUM, // Cremator HULL_TINY_CENTERED, // Manhack HULL_LARGE, // Antlion Guard HULL_LARGE_CENTERED, // Mortar Synth HULL_MEDIUM_TALL, // Hunter //-------------------------------------------- NUM_HULLS, HULL_NONE // No Hull (appears after num hulls as we don't want to count it) }; enum Hull_Bits_t { bits_HUMAN_HULL = 0x00000001, bits_SMALL_CENTERED_HULL = 0x00000002, bits_WIDE_HUMAN_HULL = 0x00000004, bits_TINY_HULL = 0x00000008, bits_WIDE_SHORT_HULL = 0x00000010, bits_MEDIUM_HULL = 0x00000020, bits_TINY_CENTERED_HULL = 0x00000040, bits_LARGE_HULL = 0x00000080, bits_LARGE_CENTERED_HULL = 0x00000100, bits_MEDIUM_TALL_HULL = 0x00000200, bits_HULL_BITS_MASK = 0x000002ff, }; inline int HullToBit( Hull_t hull ) { return ( 1 << hull ); } //============================================================================= // >> CAI_Hull //============================================================================= namespace NAI_Hull { const Vector &Mins(int id); const Vector &Maxs(int id); const Vector &SmallMins(int id); const Vector &SmallMaxs(int id); float Length(int id); float Width(int id); float Height(int id); int Bits(int id); const char* Name(int id); Hull_t LookupId(const char *szName); }; #endif // AI_HULL_H