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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef AI_BEHAVIOR_FUNCTANK_H
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#define AI_BEHAVIOR_FUNCTANK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "simtimer.h"
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#include "ai_behavior.h"
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#include "func_tank.h"
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#define AI_FUNCTANK_BEHAVIOR_BUSYTIME 10.0f
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enum
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{
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FUNCTANK_SENTENCE_MOVE_TO_MOUNT = SENTENCE_BASE_BEHAVIOR_INDEX,
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FUNCTANK_SENTENCE_JUST_MOUNTED,
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FUNCTANK_SENTENCE_SCAN_FOR_ENEMIES,
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FUNCTANK_SENTENCE_DISMOUNTING,
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CAI_FuncTankBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_FuncTankBehavior, CAI_SimpleBehavior );
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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DECLARE_DATADESC();
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public:
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// Contructor/Deconstructor
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CAI_FuncTankBehavior();
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~CAI_FuncTankBehavior();
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void UpdateOnRemove();
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// Identifier
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const char *GetName() { return "FuncTank"; }
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// Schedule
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bool CanSelectSchedule();
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void BeginScheduleSelection();
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void EndScheduleSelection();
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void PrescheduleThink();
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Activity NPC_TranslateActivity( Activity activity );
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// Conditions:
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virtual void GatherConditions();
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enum
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{
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SCHED_MOVE_TO_FUNCTANK = BaseClass::NEXT_SCHEDULE,
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SCHED_FIRE_FUNCTANK,
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SCHED_SCAN_WITH_FUNCTANK,
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SCHED_FAIL_MOVE_TO_FUNCTANK,
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};
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// Tasks
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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enum
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{
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TASK_GET_PATH_TO_FUNCTANK = BaseClass::NEXT_TASK,
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TASK_FACE_FUNCTANK,
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TASK_HOLSTER_WEAPON,
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TASK_FIRE_FUNCTANK,
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TASK_SCAN_LEFT_FUNCTANK,
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TASK_SCAN_RIGHT_FUNCTANK,
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TASK_FORGET_ABOUT_FUNCTANK,
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TASK_FUNCTANK_ANNOUNCE_SCAN,
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};
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enum
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{
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COND_FUNCTANK_DISMOUNT = BaseClass::NEXT_CONDITION,
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NEXT_CONDITION,
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};
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// Combat.
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CBaseEntity *BestEnemy( void );
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void Event_Killed( const CTakeDamageInfo &info );
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bool HasFuncTank( void ) { return ( m_hFuncTank != NULL ); }
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void SetFuncTank( CHandle<CFuncTank> hFuncTank );
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CFuncTank *GetFuncTank() { return m_hFuncTank; }
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void AimGun( void );
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void Dismount( void );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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// Time.
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void SetBusy( float flTime ) { m_flBusyTime = flTime; }
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bool IsBusy( void ) { return ( gpGlobals->curtime < m_flBusyTime ); }
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bool IsMounted( void ) { return m_bMounted; }
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private:
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// Schedule
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int SelectSchedule();
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private:
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CHandle<CFuncTank> m_hFuncTank;
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bool m_bMounted;
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float m_flBusyTime;
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bool m_bSpottedPlayerOutOfCover;
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};
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#endif // AI_BEHAVIOR_FUNCTANK_H
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