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game: backport GetResponsePtr from 2007 branch
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@ -280,6 +280,14 @@ void AI_Response::Describe()
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DevMsg( "response %s = '%s'\n", DescribeResponse( (ResponseType_t)m_Type ), m_szResponseName );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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const char * AI_Response::GetResponsePtr() const
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{
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return m_szResponseName;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : char const
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@ -182,20 +182,21 @@ public:
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void GetName( char *buf, size_t buflen ) const;
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void GetResponse( char *buf, size_t buflen ) const;
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const AI_ResponseParams *GetParams() const { return &m_Params; }
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ResponseType_t GetType() const { return (ResponseType_t)m_Type; }
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soundlevel_t GetSoundLevel() const;
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const AI_ResponseParams *GetParams() const { return &m_Params; }
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const char * GetResponsePtr() const;
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ResponseType_t GetType() const { return (ResponseType_t)m_Type; }
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soundlevel_t GetSoundLevel() const;
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float GetRespeakDelay() const;
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float GetWeaponDelay() const;
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bool GetSpeakOnce() const;
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bool ShouldntUseScene( ) const;
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bool ShouldBreakOnNonIdle( void ) const;
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int GetOdds() const;
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int GetOdds() const;
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float GetDelay() const;
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float GetPreDelay() const;
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void SetContext( const char *context );
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const char * GetContext( void ) const { return m_szContext; }
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const char * GetContext( void ) const { return m_szContext; }
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bool IsApplyContextToWorld( void ) { return m_bApplyContextToWorld; }
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