/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ // Original file Copyright Crytek GMBH or its affiliates, used under license. #ifndef CRYINCLUDE_CRYCOMMON_AISYSTEMLISTENER_H #define CRYINCLUDE_CRYCOMMON_AISYSTEMLISTENER_H #pragma once struct IPuppet; class IAISystemListener { public: virtual ~IAISystemListener(){} ////////////////////////////////////////////////////////////////////////////////////// // I'd like to get rid of this. There were in fact no references to it in Crysis 2. enum EAISystemEvent { eAISE_Reset, }; virtual void OnEvent(EAISystemEvent event) {} ////////////////////////////////////////////////////////////////////////////////////// virtual void OnAgentDeath(EntityId deadEntityID, EntityId killerID) {} virtual void OnAgentUpdate(EntityId entityID) {} }; #endif // CRYINCLUDE_CRYCOMMON_AISYSTEMLISTENER_H