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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 NPC_BUG_BUILDER_H
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#define NPC_BUG_BUILDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "AI_BaseNPC.h"
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#define BUG_BUILDER_MODEL "models/npcs/bugs/bug_builder.mdl"
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class CMaker_BugHole;
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//-----------------------------------------------------------------------------
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// Purpose: BUILDER BUG
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//-----------------------------------------------------------------------------
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class CNPC_Bug_Builder : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Bug_Builder, CAI_BaseNPC );
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public:
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CNPC_Bug_Builder( void );
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual int SelectSchedule( void );
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virtual void StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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virtual float MaxYawSpeed( void );
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual void IdleSound( void );
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virtual void PainSound( const CTakeDamageInfo &info );
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virtual void AlertSound( void );
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virtual bool FValidateHintType(CAI_Hint *pHint);
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virtual bool ShouldPlayIdleSound( void );
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virtual Class_T Classify( void ) { return CLASS_ANTLION; }
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virtual int GetSoundInterests( void ) { return 0; }
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DECLARE_DATADESC();
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// BugHole handling
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void SetBugHole( CMaker_BugHole *pBugHole );
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void ReturnToBugHole( void );
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private:
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virtual Disposition_t IRelationType( CBaseEntity *pTarget );
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void Event_Killed( const CTakeDamageInfo &info );
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float m_flIdleDelay;
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float m_flNextDawdle;
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// BugHole handling
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CHandle< CMaker_BugHole > m_hMyBugHole;
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DEFINE_CUSTOM_AI;
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};
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#endif // NPC_BUG_BUILDER_H
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