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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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#ifndef C_AI_BASENPC_H
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#define C_AI_BASENPC_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_basecombatcharacter.h"
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// NOTE: MOved all controller code into c_basestudiomodel
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class C_AI_BaseNPC : public C_BaseCombatCharacter
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{
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DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter );
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public:
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DECLARE_CLIENTCLASS();
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C_AI_BaseNPC();
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual bool IsNPC( void ) { return true; }
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bool IsMoving( void ){ return m_bIsMoving; }
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bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; }
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virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
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virtual void GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
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int GetDeathPose( void ) { return m_iDeathPose; }
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bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; }
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int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; }
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int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; }
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void ClientThink( void );
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void OnDataChanged( DataUpdateType_t type );
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bool ImportantRagdoll( void ) { return m_bImportanRagdoll; }
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private:
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C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible
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float m_flTimePingEffect;
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int m_iDeathPose;
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int m_iDeathFrame;
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int m_iSpeedModRadius;
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int m_iSpeedModSpeed;
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bool m_bPerformAvoidance;
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bool m_bIsMoving;
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bool m_bFadeCorpse;
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bool m_bSpeedModActive;
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bool m_bImportanRagdoll;
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};
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#endif // C_AI_BASENPC_H
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