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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 NPC_BULLSQUID_H
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#define NPC_BULLSQUID_H
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#include "ai_basenpc.h"
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class CNPC_Bullsquid : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Bullsquid, CAI_BaseNPC );
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DECLARE_DATADESC();
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public:
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void Spawn( void );
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void Precache( void );
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Class_T Classify( void );
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void IdleSound( void );
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void PainSound( const CTakeDamageInfo &info );
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void AlertSound( void );
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void DeathSound( const CTakeDamageInfo &info );
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void AttackSound( void );
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void GrowlSound( void );
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float MaxYawSpeed ( void );
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void HandleAnimEvent( animevent_t *pEvent );
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int RangeAttack1Conditions( float flDot, float flDist );
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int MeleeAttack1Conditions( float flDot, float flDist );
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int MeleeAttack2Conditions( float flDot, float flDist );
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bool FValidateHintType ( CAI_Hint *pHint );
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void RemoveIgnoredConditions( void );
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Disposition_t IRelationType( CBaseEntity *pTarget );
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int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
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int GetSoundInterests ( void );
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void RunAI ( void );
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virtual void OnListened ( void );
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int SelectSchedule( void );
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bool FInViewCone ( Vector pOrigin );
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void StartTask ( const Task_t *pTask );
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void RunTask ( const Task_t *pTask );
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NPC_STATE SelectIdealState ( void );
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DEFINE_CUSTOM_AI;
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private:
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bool m_fCanThreatDisplay;// this is so the squid only does the "I see a headcrab!" dance one time.
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float m_flLastHurtTime;// we keep track of this, because if something hurts a squid, it will forget about its love of headcrabs for a while.
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float m_flNextSpitTime;// last time the bullsquid used the spit attack.
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int m_nSquidSpitSprite;
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float m_flHungryTime;// set this is a future time to stop the monster from eating for a while.
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float m_nextSquidSoundTime;
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};
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#endif // NPC_BULLSQUID_H
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