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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: Alien leaps at his enemy, doing damage on touch
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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 ASW_AI_BEHAVIOR_POUNCE_H
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#define ASW_AI_BEHAVIOR_POUNCE_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_PounceBehavior : public CAI_ASW_Behavior
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{
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DECLARE_CLASS( CAI_ASW_PounceBehavior, CAI_ASW_Behavior );
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public:
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CAI_ASW_PounceBehavior( );
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virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_POUNCE; }
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static const char *GetClassName() { return "behavior_pounce"; }
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virtual const char *GetClassNameV() { return GetClassName(); }
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virtual const char *GetName() { return "Pounce"; }
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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 void Init( );
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virtual bool CanSelectSchedule( );
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virtual void GatherConditions( );
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virtual void GatherConditionsNotActive( );
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virtual void BeginScheduleSelection( );
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virtual int SelectSchedule( );
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virtual void BehaviorThink( void );
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virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
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virtual void StartTouch( CBaseEntity *pOther );
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virtual bool CanYieldTargetSlot() { return false; } // this behavior won't yield target slot if it's primary
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enum
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{
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SCHED_ALIEN_POUNCE = BaseClass::NEXT_SCHEDULE,
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NEXT_SCHEDULE,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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protected:
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virtual void GatherCommonConditions( );
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void PounceAttack( bool bRandomJump, const Vector &vecPos = vec3_origin, bool bThrown = false, float flBaseHeight = 60.0f, float flAdditionalHeight = 8.0f );
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void Leap( const Vector &vecVel );
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bool HasHeadroom();
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// params
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float m_flMinRange;
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float m_flMaxRange;
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float m_flAttackDotAngle;
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float m_flPounceInterval;
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float m_flPounceDistance;
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float m_flPounceDamage;
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// state
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float m_flNextPounceTime;
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float m_flIgnoreWorldCollisionTime;
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bool m_bMidPounce;
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private:
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DECLARE_DATADESC();
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};
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#endif // ASW_AI_BEHAVIOR_POUNCE_H
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