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add source-sdk-2013
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@@ -1,117 +0,0 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef NPC_HGRUNT_H
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#define NPC_HGRUNT_H
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#include "ai_squad.h"
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#include "hl1_ai_basenpc.h"
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class CNPC_HGrunt : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_HGrunt, CHL1BaseNPC );
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public:
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void Precache( void );
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void Spawn( void );
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void JustSpoke( void );
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void SpeakSentence( void );
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void PrescheduleThink ( void );
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bool FOkToSpeak( void );
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Class_T Classify ( void );
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int RangeAttack1Conditions ( float flDot, float flDist );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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int RangeAttack2Conditions ( float flDot, float flDist );
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Activity NPC_TranslateActivity( Activity eNewActivity );
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void ClearAttackConditions( void );
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int IRelationPriority( CBaseEntity *pTarget );
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int GetGrenadeConditions ( float flDot, float flDist );
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bool FCanCheckAttacks( void );
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int GetSoundInterests ( void );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
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float MaxYawSpeed( void );
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void IdleSound( void );
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void CheckAmmo ( void );
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CBaseEntity *Kick( void );
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Vector Weapon_ShootPosition( void );
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void HandleAnimEvent( animevent_t *pEvent );
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void Shoot ( void );
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void Shotgun( void );
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void StartTask ( const Task_t *pTask );
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void RunTask ( const Task_t *pTask );
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int SelectSchedule( void );
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int TranslateSchedule( int scheduleType );
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void PainSound( const CTakeDamageInfo &info );
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void DeathSound( const CTakeDamageInfo &info );
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void SetAim( const Vector &aimDir );
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bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
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void StartNPC ( void );
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int SquadRecruit( int searchRadius, int maxMembers );
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void Event_Killed( const CTakeDamageInfo &info );
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static const char *pGruntSentences[];
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bool m_bInBarnacleMouth;
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public:
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DECLARE_DATADESC();
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DEFINE_CUSTOM_AI;
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private:
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
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// not every server frame.
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float m_flNextGrenadeCheck;
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float m_flNextPainTime;
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float m_flLastEnemySightTime;
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float m_flTalkWaitTime;
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Vector m_vecTossVelocity;
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int m_iLastGrenadeCondition;
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bool m_fStanding;
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bool m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
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int m_iClipSize;
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int m_voicePitch;
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int m_iSentence;
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float m_flCheckAttackTime;
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int m_iAmmoType;
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int m_iWeapons;
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};
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#endif
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