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81 lines
2.1 KiB
81 lines
2.1 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// bot_npc_decoy.h
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// A NextBot non-player decoy that imitates a real player
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// Michael Booth, January 2011
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#ifndef BOT_NPC_DECOY_H
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#define BOT_NPC_DECOY_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 "Path/NextBotPathFollow.h"
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#include "bot_npc.h"
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#include "bot_npc_body.h"
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class CTFPlayer;
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//----------------------------------------------------------------------------
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class CBotNPCDecoyLocomotion : public NextBotGroundLocomotion
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{
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public:
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DECLARE_CLASS( CBotNPCDecoyLocomotion, NextBotGroundLocomotion );
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CBotNPCDecoyLocomotion( INextBot *bot ) : NextBotGroundLocomotion( bot ) { }
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virtual ~CBotNPCDecoyLocomotion() { }
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virtual float GetRunSpeed( void ) const; // get maximum running speed
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virtual float GetMaxAcceleration( void ) const; // return maximum acceleration of locomotor
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virtual float GetMaxDeceleration( void ) const; // return maximum deceleration of locomotor
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};
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//----------------------------------------------------------------------------
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class CBotNPCDecoy : public NextBotCombatCharacter
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{
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public:
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DECLARE_CLASS( CBotNPCDecoy, NextBotCombatCharacter );
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CBotNPCDecoy();
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virtual ~CBotNPCDecoy();
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virtual void Precache();
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virtual void Spawn( void );
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// INextBot
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DECLARE_INTENTION_INTERFACE( CBotNPCDecoy );
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virtual CBotNPCDecoyLocomotion *GetLocomotionInterface( void ) const { return m_locomotor; }
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virtual CBotNPCBody *GetBodyInterface( void ) const { return m_body; }
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virtual Vector EyePosition( void );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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Activity GetRunActivity( void ) const;
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private:
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CBotNPCDecoyLocomotion *m_locomotor;
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CBotNPCBody *m_body;
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Vector m_eyeOffset;
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Activity m_runActivity;
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};
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inline Activity CBotNPCDecoy::GetRunActivity( void ) const
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{
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return m_runActivity;
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}
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inline Vector CBotNPCDecoy::EyePosition( void )
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{
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return GetAbsOrigin() + m_eyeOffset;
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}
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#endif // BOT_NPC_DECOY_H
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