/* * 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_CRYAISYSTEM_AIFLYINGVEHICLE_H #define CRYINCLUDE_CRYAISYSTEM_AIFLYINGVEHICLE_H #pragma once #include "Puppet.h" class CAIFlyingVehicle : public CPuppet { typedef CPuppet Base; public: CAIFlyingVehicle (); virtual ~CAIFlyingVehicle (); void SetObserver (bool observer); static void OnVisionChanged (const VisionID& observerID, const ObserverParams& observerParams, const VisionID& observableID, const ObservableParams& observableParams, bool visible); //virtual void Reset (EObjectResetType type); virtual void Serialize(TSerialize ser); virtual void PostSerialize(); virtual void SetSignal(int nSignalID, const char* szText, IEntity* pSender = 0, IAISignalExtraData* pData = NULL, uint32 crcCode = 0); private: bool m_combatModeEnabled; bool m_firingAllowed; }; #endif // CRYINCLUDE_CRYAISYSTEM_AIFLYINGVEHICLE_H