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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The G-Man, misunderstood servant of the people
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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//-----------------------------------------------------------------------------
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// Generic NPC - purely for scripted sequence work.
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//-----------------------------------------------------------------------------
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#include "cbase.h"
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#include "npcevent.h"
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#include "ai_basenpc.h"
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#include "ai_hull.h"
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#include "ai_behavior_follow.h"
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#include "ai_playerally.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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// NPC's Anim Events Go Here
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CNPC_GMan : public CAI_PlayerAlly
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{
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public:
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DECLARE_CLASS( CNPC_GMan, CAI_PlayerAlly );
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DECLARE_DATADESC();
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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 HandleAnimEvent( animevent_t *pEvent );
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virtual Disposition_t IRelationType(CBaseEntity *pTarget);
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int GetSoundInterests ( void );
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bool CreateBehaviors( void );
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int SelectSchedule( void );
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private:
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CAI_FollowBehavior m_FollowBehavior;
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};
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LINK_ENTITY_TO_CLASS( npc_gman, CNPC_GMan );
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BEGIN_DATADESC( CNPC_GMan )
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// (auto saved by AI)
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// DEFINE_FIELD( m_FollowBehavior, FIELD_EMBEDDED ), (auto saved by AI)
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Classify - indicates this NPC's place in the
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// relationship table.
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//-----------------------------------------------------------------------------
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Class_T CNPC_GMan::Classify ( void )
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{
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return CLASS_PLAYER_ALLY_VITAL;
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}
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//-----------------------------------------------------------------------------
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// HandleAnimEvent - catches the NPC-specific messages
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// that occur when tagged animation frames are played.
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//-----------------------------------------------------------------------------
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void CNPC_GMan::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case 1:
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default:
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BaseClass::HandleAnimEvent( pEvent );
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break;
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}
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}
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//-----------------------------------------------------------------------------
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// GetSoundInterests - generic NPC can't hear.
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//-----------------------------------------------------------------------------
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int CNPC_GMan::GetSoundInterests ( void )
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{
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return NULL;
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}
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//-----------------------------------------------------------------------------
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// Spawn
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//-----------------------------------------------------------------------------
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void CNPC_GMan::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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SetModel( "models/gman.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 = 8;
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m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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SetImpactEnergyScale( 0.0f ); // no physics damage on the gman
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
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CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
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AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
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NPCInit();
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}
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//-----------------------------------------------------------------------------
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// Precache - precaches all resources this NPC needs
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//-----------------------------------------------------------------------------
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void CNPC_GMan::Precache()
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{
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PrecacheModel( "models/gman.mdl" );
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// The G-Man isn't scared of anything.
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//-----------------------------------------------------------------------------
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Disposition_t CNPC_GMan::IRelationType(CBaseEntity *pTarget)
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{
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return D_NU;
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}
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//=========================================================
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// Purpose:
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//=========================================================
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bool CNPC_GMan::CreateBehaviors()
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{
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AddBehavior( &m_FollowBehavior );
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return BaseClass::CreateBehaviors();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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int CNPC_GMan::SelectSchedule( void )
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{
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if ( !BehaviorSelectSchedule() )
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{
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}
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return BaseClass::SelectSchedule();
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}
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//-----------------------------------------------------------------------------
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// AI Schedules Specific to this NPC
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//-----------------------------------------------------------------------------
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