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413 lines
11 KiB
413 lines
11 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#ifndef MERASMUS_H
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#define MERASMUS_H
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#include "NextBot.h"
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#include "NextBotBehavior.h"
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#include "NextBotGroundLocomotion.h"
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#include "merasmus_body.h"
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#include "Path/NextBotPathFollow.h"
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#include "../halloween_base_boss.h"
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extern ConVar tf_merasmus_health_base;
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extern ConVar tf_merasmus_health_per_player;
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extern ConVar tf_merasmus_min_player_count;
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extern ConVar tf_merasmus_speed;
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extern ConVar tf_merasmus_attack_range;
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extern ConVar tf_merasmus_speed_recovery_rate;
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extern ConVar tf_merasmus_speed_penalty;
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extern ConVar tf_merasmus_chase_duration;
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extern ConVar tf_merasmus_chase_range;
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extern ConVar tf_merasmus_health_regen_rate;
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extern ConVar tf_merasmus_bomb_head_duration;
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extern ConVar tf_merasmus_bomb_head_per_team;
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class CTFPlayer;
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class CWheelOfDoom;
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class CMerasmus;
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class CTFWeaponBaseGrenadeProj;
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class CTFMerasmusTrickOrTreatProp;
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class CMonsterResource;
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//----------------------------------------------------------------------------
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class CMerasmusSWStats
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{
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public:
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void ResetStats ()
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{
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V_memset( m_arrClassDamage, 0, sizeof( m_arrClassDamage ) );
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m_flPropHuntTime1 = 0;
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m_flPropHuntTime2 = 0;
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m_flLifeTime = 0;
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m_nBombKills = 0;
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m_nStaffKills = 0;
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m_nPvpKills = 0;
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}
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int m_arrClassDamage[ TF_LAST_NORMAL_CLASS ];
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float m_flPropHuntTime1;
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float m_flPropHuntTime2;
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float m_flLifeTime;
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int m_nBombKills;
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int m_nStaffKills;
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int m_nPvpKills;
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};
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//----------------------------------------------------------------------------
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class CMerasmusLocomotion : public NextBotGroundLocomotion
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{
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public:
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CMerasmusLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
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virtual ~CMerasmusLocomotion() { }
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virtual void Update( void ); // (EXTEND) update internal state
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virtual float GetRunSpeed( void ) const; // get maximum running speed
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virtual float GetStepHeight( void ) const; // if delta Z is greater than this, we have to jump to get up
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virtual float GetMaxJumpHeight( void ) const; // return maximum height of a jump
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/**
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* Should we collide with this entity?
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*/
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virtual bool ShouldCollideWith( const CBaseEntity *object ) const;
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private:
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virtual float GetMaxYawRate( void ) const; // return max rate of yaw rotation
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};
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//----------------------------------------------------------------------------
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class CMerasmusFlyingLocomotion : public ILocomotion
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{
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public:
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CMerasmusFlyingLocomotion( INextBot *bot );
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virtual ~CMerasmusFlyingLocomotion();
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virtual void Reset( void ); // (EXTEND) reset to initial state
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virtual void Update( void ); // (EXTEND) update internal state
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virtual void Approach( const Vector &goalPos, float goalWeight = 1.0f ); // (EXTEND) move directly towards the given position
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virtual float GetDesiredSpeed( void ) const; // returns the current desired speed
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virtual void SetDesiredAltitude( float height ); // how high above our Approach goal do we float?
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virtual float GetDesiredAltitude( void ) const;
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virtual const Vector &GetGroundNormal( void ) const; // surface normal of the ground we are in contact with
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virtual const Vector &GetVelocity( void ) const; // return current world space velocity
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void SetVelocity( const Vector &velocity );
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virtual bool ShouldCollideWith( const CBaseEntity *object ) const;
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virtual void FaceTowards( const Vector &target ); // rotate body to face towards "target"
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protected:
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float m_currentSpeed;
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Vector m_forward;
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float m_desiredAltitude;
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void MaintainAltitude( void );
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Vector m_velocity;
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Vector m_acceleration;
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};
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inline const Vector &CMerasmusFlyingLocomotion::GetGroundNormal( void ) const
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{
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static Vector up( 0, 0, 1.0f );
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return up;
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}
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inline const Vector &CMerasmusFlyingLocomotion::GetVelocity( void ) const
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{
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return m_velocity;
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}
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inline void CMerasmusFlyingLocomotion::SetVelocity( const Vector &velocity )
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{
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m_velocity = velocity;
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}
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//----------------------------------------------------------------------------
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class CMerasmusIntention : public IIntention
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{
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public:
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CMerasmusIntention( CMerasmus *me );
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virtual ~CMerasmusIntention();
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virtual void Reset( void );
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virtual void Update( void );
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virtual QueryResultType IsPositionAllowed( const INextBot *me, const Vector &pos ) const; // is the a place we can be?
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virtual INextBotEventResponder *FirstContainedResponder( void ) const { return m_behavior; }
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virtual INextBotEventResponder *NextContainedResponder( INextBotEventResponder *current ) const { return NULL; }
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private:
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Behavior< CMerasmus > *m_behavior;
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};
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DECLARE_AUTO_LIST( IMerasmusAutoList );
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//----------------------------------------------------------------------------
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class CMerasmus : public CHalloweenBaseBoss, public CGameEventListener, public IMerasmusAutoList
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{
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public:
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DECLARE_CLASS( CMerasmus, CHalloweenBaseBoss );
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DECLARE_SERVERCLASS();
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CMerasmus();
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virtual ~CMerasmus();
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static void PrecacheMerasmus();
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virtual void Precache();
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virtual void Spawn( void );
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virtual void UpdateOnRemove();
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virtual int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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// CGameEventListener
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virtual void FireGameEvent( IGameEvent *event );
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// INextBot
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virtual CMerasmusIntention *GetIntentionInterface( void ) const { return m_intention; }
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virtual ILocomotion *GetLocomotionInterface( void ) const { if ( m_isFlying ) return m_flyingLocomotor; return m_locomotor; }
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virtual CMerasmusBody *GetBodyInterface( void ) const { return m_body; }
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virtual void Update( void );
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const Vector &GetHomePosition( void ) const;
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Vector GetCastPosition() const;
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bool IsRevealed() const { return m_bRevealed; }
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void OnRevealed(bool bPlaySound = true);
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bool ShouldReveal() const;
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bool IsNextKilledPropMerasmus() const;
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void SetRevealer( CTFPlayer* pPlayer ) { m_hMerasmusRevealer = pPlayer; }
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void OnDisguise();
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bool ShouldDisguise() const;
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void StartAOEAttack() { m_bIsDoingAOEAttack = true; }
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void StopAOEAttack() { m_bIsDoingAOEAttack = false; }
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bool IsDoingAOEAttack() const { return m_bIsDoingAOEAttack; }
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static CTFWeaponBaseGrenadeProj* CreateMerasmusGrenade( const Vector& vPosition, const Vector& vVelocity, CBaseCombatCharacter* pOwner, float fScale = 1.0f );
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static const char* GetRandomPropModelName();
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void PushPlayer( CTFPlayer* pPlayer, float flPushForce ) const;
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int GetBombHitCount() const { return m_nBombHitCount; }
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void ResetBombHitCount() { m_nBombHitCount = 0; }
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void AddStun( CTFPlayer* pPlayer );
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void OnBeginStun();
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void OnEndStun();
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bool HasStunTimer() const { return !m_stunTimer.IsElapsed(); }
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bool IsStunned() const { return m_bStunned; }
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void AddFakeProp( CTFMerasmusTrickOrTreatProp* pFakeProp );
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void RemoveAllFakeProps();
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void BombHeadMode();
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bool ShouldLeave() const;
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void LeaveWarning();
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void OnLeaveWhileInPropForm();
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void TriggerLogicRelay( const char* pszLogicRelayName, bool bSpawn = false );
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void StartFlying( void ) { m_isFlying = true; }
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void StopFlying( void ) { m_isFlying = false; }
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bool IsFlying( void ) const { return m_isFlying; }
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bool IsHiding( void ) const { return m_isHiding; }
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void PlayLowPrioritySound( IRecipientFilter &filter, const char* pszSoundEntryName );
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void PlayHighPrioritySound( const char* pszSoundEntryName );
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void GainLevel( void );
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void ResetLevel( void );
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static int GetMerasmusLevel() { return m_level; }
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virtual int GetLevel( void ) const OVERRIDE;
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static void DBG_SetLevel( int nLevel );
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virtual HalloweenBossType GetBossType() const { return HALLOWEEN_BOSS_MERASMUS; }
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void StartRespawnTimer() const;
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const CUtlVector< CHandle<CTFPlayer> >& GetStartingAttackers() const;
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static bool Zap( CBaseCombatCharacter *pCaster, const char* pszCastingAttachmentName, float flSpellRange, float flMinDamage, float flMaxDamage, int nMaxTarget, int nTargetTeam = TEAM_ANY );
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// Stats
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void RecordDisguiseTime( );
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void SW_ReportMerasmusStats( void );
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private:
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CMerasmusIntention *m_intention;
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CMerasmusLocomotion *m_locomotor;
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CMerasmusFlyingLocomotion *m_flyingLocomotor;
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CMerasmusBody *m_body;
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bool m_isFlying;
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bool m_isHiding;
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CUtlVector< AttackerInfo > m_attackerVector; // list of everyone who injured me, and when
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CUtlVector< CHandle<CTFPlayer> > m_startingAttackersVector;
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CountdownTimer m_stunTimer;
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int m_nBombHitCount;
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Vector m_homePos;
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int m_damagePoseParameter;
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int m_nRevealedHealth;
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CHandle< CWheelOfDoom > m_wheel;
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CHandle< CMonsterResource > m_hHealthBar;
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CNetworkVar( bool, m_bRevealed );
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CNetworkVar( bool, m_bIsDoingAOEAttack );
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CNetworkVar( bool, m_bStunned );
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CSoundPatch *m_pIdleSound;
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CUtlVector< CHandle< CTFMerasmusTrickOrTreatProp > > m_fakePropVector;
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int m_nDestroyedPropsToReveal;
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SolidType_t m_solidType;
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int m_solidFlags;
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CHandle< CTFPlayer > m_hMerasmusRevealer;
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CountdownTimer m_lifeTimer;
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float m_flLastWarnTime;
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// For Stats
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float m_flStartDisguiseTime;
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CMerasmusSWStats m_bossStats;
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static int m_level;
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};
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inline int CMerasmus::GetLevel( void ) const
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{
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return m_level;
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}
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inline void CMerasmus::GainLevel( void )
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{
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++m_level;
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}
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inline void CMerasmus::ResetLevel( void )
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{
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m_level = 1;
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}
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inline void CMerasmus::DBG_SetLevel( int nLevel )
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{
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m_level = nLevel;
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}
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inline const Vector &CMerasmus::GetHomePosition( void ) const
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{
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return m_homePos;
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}
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inline const CUtlVector< CHandle<CTFPlayer> >& CMerasmus::GetStartingAttackers() const
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{
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return m_startingAttackersVector;
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}
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//--------------------------------------------------------------------------------------------------------------
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class CMerasmusPathCost : public IPathCost
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{
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public:
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CMerasmusPathCost( CMerasmus *me )
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{
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m_me = me;
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}
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// return the cost (weighted distance between) of moving from "fromArea" to "area", or -1 if the move is not allowed
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virtual float operator()( CNavArea *area, CNavArea *fromArea, const CNavLadder *ladder, const CFuncElevator *elevator, float length ) const
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{
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if ( fromArea == NULL )
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{
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// first area in path, no cost
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return 0.0f;
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}
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else
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{
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if ( !m_me->GetLocomotionInterface()->IsAreaTraversable( area ) )
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{
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// our locomotor says we can't move here
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return -1.0f;
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}
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// compute distance traveled along path so far
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float dist;
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if ( ladder )
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{
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dist = ladder->m_length;
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}
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else if ( length > 0.0 )
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{
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// optimization to avoid recomputing length
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dist = length;
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}
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else
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{
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dist = ( area->GetCenter() - fromArea->GetCenter() ).Length();
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}
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float cost = dist + fromArea->GetCostSoFar();
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// check height change
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float deltaZ = fromArea->ComputeAdjacentConnectionHeightChange( area );
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if ( deltaZ >= m_me->GetLocomotionInterface()->GetStepHeight() )
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{
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if ( deltaZ >= m_me->GetLocomotionInterface()->GetMaxJumpHeight() )
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{
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// too high to reach
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return -1.0f;
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}
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// jumping is slower than flat ground
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const float jumpPenalty = 5.0f;
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cost += jumpPenalty * dist;
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}
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else if ( deltaZ < -m_me->GetLocomotionInterface()->GetDeathDropHeight() )
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{
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// too far to drop
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return -1.0f;
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}
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return cost;
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}
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}
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CMerasmus *m_me;
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};
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#endif // MERASMUS_H
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