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upload "kind" alien swarm
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Deal intelligently with an enemy that we're afraid of
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_ASW_BEHAVIOR_FEAR_H
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#define AI_ASW_BEHAVIOR_FEAR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_ai_behavior.h"
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class CAI_ASW_FearBehavior : public CAI_ASW_Behavior
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{
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DECLARE_CLASS( CAI_ASW_FearBehavior, CAI_ASW_Behavior );
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public:
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CAI_ASW_FearBehavior();
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virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_FEAR; }
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static const char *GetClassName() { return "behavior_fear"; }
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virtual const char *GetClassNameV() { return GetClassName(); }
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virtual const char *GetName() { return "ASW_Fear"; }
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual void Precache( void );
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virtual bool CanSelectSchedule();
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virtual void GatherConditions();
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virtual void BeginScheduleSelection();
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virtual void EndScheduleSelection();
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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 void BuildScheduleTestBits();
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virtual int TranslateSchedule( int scheduleType );
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virtual int SelectSchedule();
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enum
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{
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SCHED_FEAR_MOVE_TO_SAFE_PLACE = BaseClass::NEXT_SCHEDULE,
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SCHED_FEAR_MOVE_TO_SAFE_PLACE_RETRY,
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SCHED_FEAR_STAY_IN_SAFE_PLACE,
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SCHED_FEAR_RUN_FROM_ENEMY,
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NEXT_SCHEDULE,
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TASK_FEAR_GET_PATH_TO_SAFETY_HINT = BaseClass::NEXT_TASK,
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TASK_FEAR_WAIT_FOR_SAFETY,
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TASK_FEAR_IN_SAFE_PLACE,
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TASK_FEAR_FIND_COVER_FROM_ENEMY,
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NEXT_TASK,
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COND_FEAR_ENEMY_CLOSE = BaseClass::NEXT_CONDITION, // within 30 feet
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COND_FEAR_ENEMY_TOO_CLOSE, // within 5 feet
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COND_FEAR_SEPARATED_FROM_PLAYER,
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NEXT_CONDITION,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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private:
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bool IsInASafePlace( );
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void SpoilSafePlace( );
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void ReleaseAllHints( );
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CAI_Hint *FindFearWithdrawalDest();
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bool m_bForceFear;
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float m_flDuration;
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float m_flTimeToSafety;
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float m_flTimePlayerLastVisible;
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float m_flDeferUntil;
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EHANDLE m_hTargetEnt; // the entity that the npc is trying to run from
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CAI_MoveMonitor m_SafePlaceMoveMonitor;
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CHandle<CAI_Hint> m_hSafePlaceHint;
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CHandle<CAI_Hint> m_hMovingToHint;
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DECLARE_DATADESC();
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};
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#endif // AI_ASW_BEHAVIOR_FEAR_H
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