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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_WARRIOR_H
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#define NPC_BUG_WARRIOR_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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// Animation events
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#define BUG_WARRIOR_AE_MELEE_SOUND1 11 // Start attack sound
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#define BUG_WARRIOR_AE_MELEE_HIT1 15 // Melee hit, one arm
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// Attack range definitions
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#define BUG_WARRIOR_MELEE1_RANGE 128.0f
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#define BUG_WARRIOR_MELEE1_RANGE_MIN 128.0f
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#define BUG_WARRIOR_MODEL "models/npcs/bugs/bug_warrior.mdl"
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class CMaker_BugHole;
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//-----------------------------------------------------------------------------
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// Purpose: WARRIOR BUG
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//-----------------------------------------------------------------------------
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class CNPC_Bug_Warrior : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Bug_Warrior, CAI_BaseNPC );
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public:
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CNPC_Bug_Warrior( 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 int TranslateSchedule( int scheduleType );
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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 bool FValidateHintType(CAI_Hint *pHint);
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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 HandleInteraction( int interactionType, void *data, CBaseCombatCharacter *sender );
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virtual bool ShouldPlayIdleSound( void );
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virtual int MeleeAttack1Conditions( float flDot, float flDist );
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual Class_T Classify( void ) { return CLASS_ANTLION; }
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virtual float MaxYawSpeed ( void );
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virtual float CalcIdealYaw( const Vector &vecTarget );
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DECLARE_DATADESC();
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// Returns true if the bug should flee
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bool ShouldFlee( void );
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// Squad handling
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bool IsAlone( void );
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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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void Assist( CAI_BaseNPC *pBug );
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// Patrolling
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bool StartPatrolling( string_t iszPatrolPathName );
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bool IsPatrolling( void );
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private:
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virtual Disposition_t IRelationType( CBaseEntity *pTarget );
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virtual int IRelationPriority( CBaseEntity *pTarget );
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void Event_Killed( const CTakeDamageInfo &info );
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void MeleeAttack( float distance, float damage, QAngle& viewPunch, Vector& shove );
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float m_flIdleDelay;
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// BugHole handling
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CHandle< CMaker_BugHole > m_hMyBugHole;
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CHandle< CAI_BaseNPC > m_hAssistTarget;
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// Patrolling
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string_t m_iszPatrolPathName;
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int m_iPatrolPoint;
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// Bug's decided he's not fleeing anymore
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bool m_bFightingToDeath;
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DEFINE_CUSTOM_AI;
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};
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#endif // NPC_BUG_WARRIOR_H
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