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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_HOLSTER_H
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#define AI_BEHAVIOR_HOLSTER_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 CAI_HolsterBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_HolsterBehavior, CAI_SimpleBehavior );
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public:
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CAI_HolsterBehavior();
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virtual const char *GetName() { return "Holster"; }
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virtual bool CanSelectSchedule();
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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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//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_HOLSTER_WEAPON = BaseClass::NEXT_SCHEDULE, // Try to get out of the player's way
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SCHED_DRAW_WEAPON,
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NEXT_SCHEDULE,
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TASK_HOLSTER_WEAPON = BaseClass::NEXT_TASK,
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TASK_DRAW_WEAPON,
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NEXT_TASK,
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/*
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COND_PUT_CONDITIONS_HERE = BaseClass::NEXT_CONDITION,
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NEXT_CONDITION,
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*/
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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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bool m_bWeaponOut;
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//---------------------------------
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DECLARE_DATADESC();
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};
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#endif // AI_BEHAVIOR_HOLSTER_H
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