/* * 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_IAIGROUPPROXY_H #define CRYINCLUDE_CRYCOMMON_IAIGROUPPROXY_H #pragma once #include struct IAIGroupProxyFactory { // virtual IAIGroupProxy* CreateGroupProxy(int groupID) = 0; virtual ~IAIGroupProxyFactory(){} // }; struct IAIGroupProxy : public _reference_target_t { // virtual void Reset(EObjectResetType type) = 0; virtual void Serialize(TSerialize ser) = 0; virtual const char* GetCurrentBehaviorName() const = 0; virtual const char* GetPreviousBehaviorName() const = 0; virtual void Notify(uint32 notificationID, tAIObjectID senderID, const char* notification) = 0; virtual void SetBehaviour(const char* behaviour, bool callCDtors = true) = 0; virtual void MemberAdded(tAIObjectID memberID) = 0; virtual void MemberRemoved(tAIObjectID memberID) = 0; virtual IScriptTable* GetScriptTable() = 0; // }; #endif // CRYINCLUDE_CRYCOMMON_IAIGROUPPROXY_H