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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef SCENEENTITY_H
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#define SCENEENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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// List of the last 5 lines of speech from NPCs for bug reports
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#define SPEECH_LIST_MAX_SOUNDS 5
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class AI_Response;
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struct recentNPCSpeech_t
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{
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float time;
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char name[ 512 ];
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char sceneName[ 128 ];
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};
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int GetRecentNPCSpeech( recentNPCSpeech_t speech[ SPEECH_LIST_MAX_SOUNDS ] );
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float InstancedScriptedScene( CBaseFlex *pActor, const char *pszScene, EHANDLE *phSceneEnt = NULL, float flPostDelay = 0.0f, bool bIsBackground = false, AI_Response *response = NULL, bool bMultiplayer = false, IRecipientFilter *filter = NULL );
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float InstancedAutoGeneratedSoundScene( CBaseFlex *pActor, char const *soundname, EHANDLE *phSceneEnt = NULL );
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void StopScriptedScene( CBaseFlex *pActor, EHANDLE hSceneEnt );
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void RemoveActorFromScriptedScenes( CBaseFlex *pActor, bool instancedscenesonly, bool nonidlescenesonly = false, const char *pszThisSceneOnly = NULL );
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void RemoveAllScenesInvolvingActor( CBaseFlex *pActor );
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void PauseActorsScriptedScenes( CBaseFlex *pActor, bool instancedscenesonly );
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void ResumeActorsScriptedScenes( CBaseFlex *pActor, bool instancedscenesonly );
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void QueueActorsScriptedScenesToResume( CBaseFlex *pActor, bool instancedscenesonly );
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bool IsRunningScriptedScene( CBaseFlex *pActor, bool bIgnoreInstancedScenes = true );
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bool IsRunningScriptedSceneAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes = true );
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bool IsRunningScriptedSceneWithSpeech( CBaseFlex *pActor, bool bIgnoreInstancedScenes = false );
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bool IsRunningScriptedSceneWithSpeechAndNotPaused( CBaseFlex *pActor, bool bIgnoreInstancedScenes = false );
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float GetSceneDuration( char const *pszScene );
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int GetSceneSpeechCount( char const *pszScene );
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bool IsInInterruptableScenes( CBaseFlex *pActor );
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void PrecacheInstancedScene( char const *pszScene );
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char const *GetSceneFilename( CBaseEntity *ent );
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void ReloadSceneFromDisk( CBaseEntity *ent );
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#endif // SCENEENTITY_H
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