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//========= Copyright Valve Corporation, All rights reserved. ============//
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// This is a skeleton file for use when creating a new
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// NPC. Copy and rename this file for the new
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// NPC and add the copy to the build.
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//
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// Leave this file in the build until we ship! Allowing
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// this file to be rebuilt with the rest of the game ensures
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// that it stays up to date with the rest of the NPC code.
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//
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// Replace occurances of CNewNPC with the new NPC's
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// classname. Don't forget the lower-case occurance in
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// LINK_ENTITY_TO_CLASS()
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//
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//
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// ASSUMPTIONS MADE:
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//
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// You're making a character based on CAI_BaseNPC. If this
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// is not true, make sure you replace all occurances
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// of 'CAI_BaseNPC' in this file with the appropriate
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// parent class.
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//
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// You're making a human-sized NPC that walks.
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_hull.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "ai_basenpc.h"
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#include "engine/IEngineSound.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//=========================================================
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// Private activities
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//=========================================================
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int ACT_MYCUSTOMACTIVITY = -1;
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//=========================================================
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// Custom schedules
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//=========================================================
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enum
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{
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SCHED_MYCUSTOMSCHEDULE = LAST_SHARED_SCHEDULE,
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};
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//=========================================================
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// Custom tasks
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//=========================================================
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enum
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{
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TASK_MYCUSTOMTASK = LAST_SHARED_TASK,
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};
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//=========================================================
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// Custom Conditions
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//=========================================================
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enum
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{
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COND_MYCUSTOMCONDITION = LAST_SHARED_CONDITION,
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};
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//=========================================================
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//=========================================================
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class CNewNPC : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNewNPC, CAI_BaseNPC );
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public:
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void Precache( void );
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void Spawn( void );
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Class_T Classify( void );
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DECLARE_DATADESC();
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// This is a dummy field. In order to provide save/restore
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// code in this file, we must have at least one field
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// for the code to operate on. Delete this field when
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// you are ready to do your own save/restore for this
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// character.
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int m_iDeleteThisField;
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DEFINE_CUSTOM_AI;
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};
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LINK_ENTITY_TO_CLASS( npc_newnpc, CNewNPC );
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IMPLEMENT_CUSTOM_AI( npc_citizen,CNewNPC );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNewNPC )
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DEFINE_FIELD( m_iDeleteThisField, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the custom schedules
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNewNPC::InitCustomSchedules(void)
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{
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INIT_CUSTOM_AI(CNewNPC);
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ADD_CUSTOM_TASK(CNewNPC, TASK_MYCUSTOMTASK);
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ADD_CUSTOM_SCHEDULE(CNewNPC, SCHED_MYCUSTOMSCHEDULE);
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ADD_CUSTOM_ACTIVITY(CNewNPC, ACT_MYCUSTOMACTIVITY);
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ADD_CUSTOM_CONDITION(CNewNPC, COND_MYCUSTOMCONDITION);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNewNPC::Precache( void )
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{
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PrecacheModel( "models/mymodel.mdl" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNewNPC::Spawn( void )
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{
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Precache();
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SetModel( "models/mymodel.mdl" );
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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SetBloodColor( BLOOD_COLOR_RED );
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m_iHealth = 20;
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m_flFieldOfView = 0.5;
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesClear();
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//CapabilitiesAdd( bits_CAP_NONE );
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NPCInit();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNewNPC::Classify( void )
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{
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return CLASS_NONE;
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}
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