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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_COLONIST_H
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#define _INCLUDED_ASW_COLONIST_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_playerally.h"
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#include "asw_shareddefs.h"
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class CASW_Marine;
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class CASW_Alien;
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class CASW_Colonist : public CAI_PlayerAlly
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{
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DECLARE_CLASS( CASW_Colonist, CAI_PlayerAlly );
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public:
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CASW_Colonist();
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virtual ~CASW_Colonist();
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void Precache();
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void Spawn();
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Class_T Classify() { return (Class_T) CLASS_ASW_COLONIST; }
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Activity NPC_TranslateActivity( Activity eNewActivity );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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virtual void MeleeBleed(CTakeDamageInfo* info);
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bool IsPlayerAlly( CBasePlayer *pPlayer = NULL );
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void DeathSound( const CTakeDamageInfo &info );
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void TaskFail( AI_TaskFailureCode_t code );
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void NPCThink();
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void ASWThinkEffects();
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float m_fLastASWThink;
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// healing
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void AddSlowHeal(int iHealAmount, CASW_Marine *pMedic);
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bool m_bSlowHeal;
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int m_iSlowHealAmount;
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float m_fNextSlowHealTick;
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// infestation
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bool Event_Gibbed( const CTakeDamageInfo &info );
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bool ShouldGib( const CTakeDamageInfo &info );
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void BecomeInfested(CASW_Alien* pAlien);
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void CureInfestation(CASW_Marine *pHealer, float fCureFraction);
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bool IsInfested() { return m_bInfested; }
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bool IsHeavyDamage( const CTakeDamageInfo &info );
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virtual bool HasHumanGibs() { return true; }
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float m_fInfestedTime; // how much time left on the infestation
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int m_iInfestCycle;
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bool m_bInfested;
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CHandle<CASW_Marine> m_hInfestationCurer; // the last medic to cure us of some infestation
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virtual int SelectSchedule();
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virtual int SelectFlinchSchedule_ASW();
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Activity GetFlinchActivity( bool bHeavyDamage, bool bGesture );
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bool m_bNotifyNavFailBlocked;
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COutputEvent m_OnNavFailBlocked;
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private:
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DECLARE_DATADESC();
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#ifdef _XBOX
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protected:
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#endif
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DEFINE_CUSTOM_AI;
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};
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//---------------------
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#endif // _INCLUDED_ASW_COLONIST_H
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