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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_RANGER_H
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#define _INCLUDED_ASW_RANGER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_alien.h"
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#include "ai_blended_movement.h"
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#include "util_shared.h"
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#include "ai_speech.h"
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#include "asw_ai_behavior_combat_stun.h"
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#include "asw_ai_behavior_flinch.h"
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#include "asw_ai_behavior_prepare_to_engage.h"
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#include "asw_ai_behavior_retreat.h"
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#include "asw_ai_behavior_ranged_attack.h"
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#include "asw_ai_behavior_chase_enemy.h"
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#include "asw_ai_behavior_idle.h"
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class CASW_Ranger : public CAI_ExpresserHostWithData<CASW_BlendedAlien, CAI_Expresser>
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{
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public:
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DECLARE_CLASS( CASW_Ranger, CAI_ExpresserHostWithData );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CASW_Ranger();
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virtual void Spawn();
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virtual void Precache();
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virtual void SetHealthByDifficultyLevel();
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virtual float MaxYawSpeed( void );
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_RANGER; }
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virtual int SelectDeadSchedule();
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virtual void BuildScheduleTestBits();
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virtual bool CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions) { return true; }
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virtual void HandleAnimEvent( animevent_t *pEvent );
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virtual bool CreateBehaviors();
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virtual bool ShouldGib( const CTakeDamageInfo &info ) { return false; }
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virtual void Event_Killed( const CTakeDamageInfo &info );
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virtual bool CorpseGib( const CTakeDamageInfo &info );
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virtual void SetupRangerShot( CASW_AlienShot &shot );
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// sounds
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virtual void DeathSound( const CTakeDamageInfo &info );
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private:
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CAI_ASW_CombatStunBehavior m_CombatStunBehavior;
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CAI_ASW_FlinchBehavior m_FlinchBehavior;
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//CAI_ASW_PrepareToEngageBehavior m_PrepareToEngageBehavior;
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CAI_ASW_RetreatBehavior m_RetreatBehavior;
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CAI_ASW_RangedAttackBehavior m_RangedAttackBehavior;
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CAI_ASW_ChaseEnemyBehavior m_ChaseEnemyBehavior;
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CAI_ASW_IdleBehavior m_IdleBehavior;
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protected:
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DEFINE_CUSTOM_AI;
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};
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#endif //_INCLUDED_ASW_RANGER_H
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