//=========================================================================== // Copyright (C) 2002 Radical Entertainment Ltd. All rights reserved. // // Component: ufobeamalwayson // // Description: code for the ai (if you can call it that for l7m3) // UFO stays in one spot and its beam is always on // // Authors: Michael Riegger // //=========================================================================== // Recompilation protection flag. #ifndef UFOBEAMONBEHAVIOUR_H #define UFOBEAMONBEHAVIOUR_H //=========================================================================== // Nested Includes //=========================================================================== #include //=========================================================================== // Forward References //=========================================================================== class Actor; //=========================================================================== // Constants, Typedefs, and Macro Definitions (needed by external clients) //=========================================================================== //=========================================================================== // Interface Definitions //=========================================================================== //=========================================================================== // // Description: // Actor never moves. Beam is on // // Constraints: // // //=========================================================================== class UFOBeamAlwaysOn : public UFOBehaviour { public: UFOBeamAlwaysOn(); virtual ~UFOBeamAlwaysOn(); virtual void Apply( Actor*, unsigned int timeInMS ); protected: private: // These methods defined as private and not implemented ensure that // clients will not be able to use them. For example, we will // disallow UFOBeamAlwaysOn from being copied and assigned. UFOBeamAlwaysOn( const UFOBeamAlwaysOn& ); UFOBeamAlwaysOn& operator=( const UFOBeamAlwaysOn& ); }; #endif