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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_MELEE_H
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#define ASW_AI_BEHAVIOR_MELEE_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_MeleeBehavior : public CAI_ASW_Behavior
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{
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DECLARE_CLASS( CAI_ASW_MeleeBehavior, CAI_ASW_Behavior );
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public:
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CAI_ASW_MeleeBehavior( );
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virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_MELEE; }
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static const char *GetClassName() { return "behavior_melee"; }
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virtual const char *GetClassNameV() { return GetClassName(); }
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virtual const char *GetName() { return "Melee"; }
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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 BeginScheduleSelection( );
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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 bool BehaviorHandleAnimEvent( animevent_t *pEvent );
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virtual bool CanYieldTargetSlot() { return false; } // this behavior won't yield target slot if it's primary
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enum
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{
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SCHED_MELEE1_DO_ATTACK = BaseClass::NEXT_SCHEDULE,
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SCHED_MELEE1_DO_ATTACK_NO_TURNING,
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SCHED_MELEE2_DO_ATTACK,
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SCHED_MELEE2_DO_ATTACK_NO_TURNING,
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NEXT_SCHEDULE,
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TASK_MELEE_FLIP_AROUND = BaseClass::NEXT_TASK,
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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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private:
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void HullAttack( float flDistance, float flDamage, float flForce, CUtlSymbol &AttackHitSound, CUtlSymbol &AttackMissSound );
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void SphereAttack( float flDistance, float flDamage, float flForce, CUtlSymbol &AttackHitSound, CUtlSymbol &AttackMissSound );
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float m_flMinRange;
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float m_flMaxRange;
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float m_flAttackDotAngle;
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float m_flMinDamage;
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float m_flMaxDamage;
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float m_flForce;
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float m_flPunchVelocity;
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float m_flPunchAngle;
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bool m_bNoTurnDuringAttack;
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CUtlSymbol m_AttackHitSound;
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CUtlSymbol m_MissHitSound;
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bool m_bKnockdown;
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float m_flKnockdownLift;
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float m_flKnockdownSpeed;
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bool m_bSecondaryMelee;
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DECLARE_DATADESC();
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};
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#endif // ASW_AI_BEHAVIOR_MELEE_H
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