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upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines the tasks for default AI.
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//
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@@ -23,7 +23,7 @@ class CStringRegistry;
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// Codes are either one of the enumerated types below, or a string (similar to Windows resource IDs)
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typedef int AI_TaskFailureCode_t;
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enum AI_BaseTaskFailureCodes_t : AI_TaskFailureCode_t
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enum AI_BaseTaskFailureCodes_t
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{
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NO_TASK_FAILURE,
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FAIL_NO_TARGET,
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@@ -53,6 +53,7 @@ enum AI_BaseTaskFailureCodes_t : AI_TaskFailureCode_t
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FAIL_BAD_PATH_GOAL,
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FAIL_STUCK_ONTOP,
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FAIL_ITEM_TAKEN,
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FAIL_FROZEN,
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NUM_FAIL_CODES,
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};
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@@ -63,7 +64,7 @@ inline bool IsPathTaskFailure( AI_TaskFailureCode_t code )
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}
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const char *TaskFailureToString( AI_TaskFailureCode_t code );
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inline intp MakeFailCode( const char *pszGeneralError ) { return (intp)pszGeneralError; }
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inline int MakeFailCode( const char *pszGeneralError ) { return (int)pszGeneralError; }
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enum TaskStatus_e
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@@ -178,6 +179,9 @@ enum sharedtasks_e
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// Allow a little slop, and allow for some Z offset (like the target is a gun on a table).
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TASK_GET_PATH_TO_TARGET_WEAPON,
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// I'm on another NPC's head and I need to get down
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TASK_GET_PATH_OFF_OF_NPC,
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TASK_CREATE_PENDING_WEAPON,
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// Path to nodes[ m_pHintNode ]
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