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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: blah blah blah
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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_EXPLODE_H
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#define ASW_AI_BEHAVIOR_EXPLODE_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_ExplodeBehavior : public CAI_ASW_Behavior
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{
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DECLARE_CLASS( CAI_ASW_ExplodeBehavior, CAI_ASW_Behavior );
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public:
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CAI_ASW_ExplodeBehavior( );
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virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_EXPLODE; }
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static const char *GetClassName() { return "behavior_explode"; }
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virtual const char *GetClassNameV() { return GetClassName(); }
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virtual const char *GetName() { return "Explode"; }
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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 StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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virtual int SelectSchedule( );
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virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
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enum EExplodeType
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{
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EXPLODE_TYPE_PUFF_PROJECTILES,
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EXPLODE_TYPE_SUICIDE,
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EXPLODE_TYPE_EXPLODED,
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EXPLODE_TYPE_MAX
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};
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enum
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{
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SCHED_EXPLODE_PREPARE = BaseClass::NEXT_SCHEDULE,
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SCHED_EXPLODE_SUICIDE,
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NEXT_SCHEDULE,
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TASK_EXPLODE_KILL_SELF = BaseClass::NEXT_TASK,
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TASK_EXPLODE_PREPARE_BUILDUP,
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TASK_EXPLODE_BEGIN_BUILDUP,
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TASK_EXPLODE_SUICIDE,
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NEXT_TASK,
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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 MoveTowardsPlayer( );
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void DoExplosion( );
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void DoSuicideExplosion( );
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private:
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EExplodeType m_ExplodeType;
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float m_flRange;
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int m_nMaxProjectiles;
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float m_flMinVelocity;
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float m_flMaxVelocity;
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CUtlSymbol m_AttachName;
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float m_flMaxBuildupTime;
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float m_flBuildupApproachDist;
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int m_nAttachCount;
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float m_flDamageAmount;
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float m_flDamageRadius;
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float m_flStartExplodeTime;
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float m_flStartBuildup;
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float m_flEndBuildup;
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int m_iSecondaryLayer;
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DECLARE_DATADESC();
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};
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#endif // ASW_AI_BEHAVIOR_EXPLODE_H
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