/* * 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. // Description : Signal entities based on ranges from other entities #ifndef CRYINCLUDE_CRYACTION_IRANGESIGNALING_H #define CRYINCLUDE_CRYACTION_IRANGESIGNALING_H #pragma once struct IAISignalExtraData; struct IRangeSignaling { virtual ~IRangeSignaling() {} virtual bool AddRangeSignal(EntityId IdEntity, float fRadius, float fBoundary, const char* sSignal, IAISignalExtraData* pData = NULL) = 0; virtual bool AddTargetRangeSignal(EntityId IdEntity, EntityId IdTarget, float fRadius, float fBoundary, const char* sSignal, IAISignalExtraData* pData = NULL) = 0; virtual bool AddAngleSignal(EntityId IdEntity, float fAngle, float fBoundary, const char* sSignal, IAISignalExtraData* pData = NULL) = 0; virtual bool DestroyPersonalRangeSignaling(EntityId IdEntity) = 0; virtual void ResetPersonalRangeSignaling(EntityId IdEntity) = 0; virtual void EnablePersonalRangeSignaling(EntityId IdEntity, bool bEnable) = 0; }; #endif // CRYINCLUDE_CRYACTION_IRANGESIGNALING_H