#ifndef GAME_MWMECHANICS_AIFALLOW_H #define GAME_MWMECHANICS_AIFALLOW_H #include "aipackage.hpp" #include namespace MWMechanics { class AiFollow : public AiPackage { public: AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z); AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z); virtual AiFollow *clone() const; virtual bool execute (const MWWorld::Ptr& actor); ///< \return Package completed? virtual int getTypeId() const; private: float mDuration; float mX; float mY; float mZ; std::string mActorId; std::string mCellId; }; } #endif