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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Deal with weapon being out
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_BEHAVIOR_RAPPEL_H
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#define AI_BEHAVIOR_RAPPEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_behavior.h"
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class CBeam;
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class CAI_RappelBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_RappelBehavior, CAI_SimpleBehavior );
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public:
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CAI_RappelBehavior();
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void Precache( void );
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virtual const char *GetName() { return "Rappel"; }
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual bool CanSelectSchedule();
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void GatherConditions();
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void CleanupOnDeath( CBaseEntity *pCulprit = NULL, bool bFireDeathOutput = true );
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//virtual void BeginScheduleSelection();
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//virtual void EndScheduleSelection();
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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bool IsWaitingToRappel() { return m_bWaitingToRappel; }
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void BeginRappel();
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void SetDescentSpeed();
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void CreateZipline();
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void CutZipline();
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//void BuildScheduleTestBits();
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//int TranslateSchedule( int scheduleType );
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//void OnStartSchedule( int scheduleType );
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//void InitializeBehavior();
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enum
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{
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SCHED_RAPPEL_WAIT = BaseClass::NEXT_SCHEDULE,
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SCHED_RAPPEL,
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SCHED_CLEAR_RAPPEL_POINT, // Get out of the way for the next guy
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NEXT_SCHEDULE,
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TASK_RAPPEL = BaseClass::NEXT_TASK,
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TASK_HIT_GROUND,
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NEXT_TASK,
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COND_BEGIN_RAPPEL = BaseClass::NEXT_CONDITION,
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NEXT_CONDITION,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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public:
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private:
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virtual int SelectSchedule();
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//---------------------------------
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bool m_bWaitingToRappel;
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bool m_bOnGround;
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CHandle<CBeam> m_hLine;
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Vector m_vecRopeAnchor;
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DECLARE_DATADESC();
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};
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#endif // AI_BEHAVIOR_RAPPEL_H
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