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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base combat character with no AI
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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_LINK_H
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#define AI_LINK_H
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#pragma once
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#include "ai_hull.h" // For num hulls
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struct edict_t;
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enum Link_Info_t
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{
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bits_LINK_STALE_SUGGESTED = 0x01, // NPC found this link to be blocked
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bits_LINK_OFF = 0x02, // This link has been turned off
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};
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//=============================================================================
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// >> CAI_Link
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//=============================================================================
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class CAI_DynamicLink;
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#define AI_MOVE_TYPE_BITS ( bits_CAP_MOVE_GROUND | bits_CAP_MOVE_JUMP | bits_CAP_MOVE_FLY | bits_CAP_MOVE_CLIMB | bits_CAP_MOVE_SWIM | bits_CAP_MOVE_CRAWL )
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class CAI_Link
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{
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public:
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short m_iSrcID; // the node that 'owns' this link
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short m_iDestID; // the node on the other end of the link.
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int DestNodeID(int srcID); // Given the source node ID, returns the destination ID
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byte m_iAcceptedMoveTypes[NUM_HULLS]; // Capability_T of motions acceptable for each hull type
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byte m_LinkInfo; // other information about this link
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float m_timeStaleExpires;
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CAI_DynamicLink *m_pDynamicLink;
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//edict_t *m_pLinkEnt; // the entity that blocks this connection (doors, etc)
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// m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes)
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//char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore)
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//float m_flWeight; // length of the link line segment
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private:
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friend class CAI_Network;
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CAI_Link(void);
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};
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#endif // AI_LINK_H
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