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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Hooks and classes for the support of humanoid NPCs with
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// groovy facial animation capabilities, aka, "Actors"
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//
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//=============================================================================//
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#ifndef AI_BASEACTOR_H
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#define AI_BASEACTOR_H
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#include "ai_basehumanoid.h"
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#include "ai_speech.h"
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#include "AI_Interest_Target.h"
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#include <limits.h>
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#if defined( _WIN32 )
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// CAI_BaseActor
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//
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// Purpose: The base class for all head/body/eye expressive NPCS.
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//
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//-----------------------------------------------------------------------------
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enum PoseParameter_t { POSE_END=INT_MAX };
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enum FlexWeight_t { FLEX_END=INT_MAX };
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class CInfoRemarkable;
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struct AILookTargetArgs_t
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{
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EHANDLE hTarget;
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Vector vTarget;
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float flDuration;
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float flInfluence;
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float flRamp;
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bool bExcludePlayers;
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CAI_InterestTarget *pQueue;
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};
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class CAI_BaseActor : public CAI_ExpresserHost<CAI_BaseHumanoid>
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{
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DECLARE_CLASS( CAI_BaseActor, CAI_ExpresserHost<CAI_BaseHumanoid> );
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//friend CPoseParameter;
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//friend CFlexWeight;
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#pragma region PoseParameter and FlexWeight get/set
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public:
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void Init( PoseParameter_t &index, const char *szName ) { index = (PoseParameter_t)LookupPoseParameter( szName ); };
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void Set( PoseParameter_t index, float flValue ) { SetPoseParameter( (int)index, flValue ); }
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float Get( PoseParameter_t index ) { return GetPoseParameter( (int)index ); }
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float ClampWithBias( PoseParameter_t index, float value, float base );
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// Note, you must add all names to this static function in order for Init to work
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static bool IsServerSideFlexController( char const *szName );
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void Init( FlexWeight_t &index, const char *szName )
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{
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// Make this fatal!!!
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if ( !IsServerSideFlexController( szName ) )
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{
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Error( "You forgot to add flex controller %s to list in CAI_BaseActor::IsServerSideFlexController().", szName );
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}
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index = (FlexWeight_t)FindFlexController( szName );
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}
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void Set( FlexWeight_t index, float flValue ) { SetFlexWeight( (LocalFlexController_t)index, flValue ); }
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float Get( FlexWeight_t index ) { return GetFlexWeight( (LocalFlexController_t)index ); }
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#pragma endregion
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public:
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CAI_BaseActor()
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: m_fLatchedPositions( 0 ),
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m_latchedEyeOrigin( vec3_origin ),
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m_latchedEyeDirection( vec3_origin ),
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m_latchedHeadDirection( vec3_origin ),
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m_flBlinktime( 0 ),
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m_hLookTarget( NULL ),
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m_iszExpressionScene( NULL_STRING ),
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m_iszIdleExpression( NULL_STRING ),
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m_iszAlertExpression( NULL_STRING ),
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m_iszCombatExpression( NULL_STRING ),
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m_iszDeathExpression( NULL_STRING ),
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m_iszExpressionOverride( NULL_STRING ),
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m_bRemarkablePolling( false )
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{
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memset( m_flextarget, 0, 64 * sizeof( m_flextarget[0] ) );
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}
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~CAI_BaseActor()
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{
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delete m_pExpresser;
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}
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virtual void StudioFrameAdvance();
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virtual void Precache();
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virtual void SetModel( const char *szModelName );
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virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
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virtual bool ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
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virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
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virtual bool CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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Vector EyePosition( );
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virtual Vector HeadDirection2D( void );
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virtual Vector HeadDirection3D( void );
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virtual Vector EyeDirection2D( void );
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virtual Vector EyeDirection3D( void );
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CBaseEntity *GetLooktarget() { return m_hLookTarget.Get(); }
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virtual void OnNewLookTarget() {};
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// CBaseFlex
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virtual void SetViewtarget( const Vector &viewtarget );
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// CAI_BaseNPC
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virtual float PickLookTarget( bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 );
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virtual float PickLookTarget( CAI_InterestTarget &queue, bool bExcludePlayers = false, float minTime = 1.5, float maxTime = 2.5 );
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virtual bool PickTacticalLookTarget( AILookTargetArgs_t *pArgs );
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virtual bool PickRandomLookTarget( AILookTargetArgs_t *pArgs );
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virtual void MakeRandomLookTarget( AILookTargetArgs_t *pArgs, float minTime, float maxTime );
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virtual bool HasActiveLookTargets( void );
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virtual void OnSelectedLookTarget( AILookTargetArgs_t *pArgs ) { return; }
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virtual void ClearLookTarget( CBaseEntity *pTarget );
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virtual void ExpireCurrentRandomLookTarget() { m_flNextRandomLookTime = gpGlobals->curtime - 0.1f; }
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virtual void AddLookTarget( CBaseEntity *pTarget, float flImportance, float flDuration, float flRamp = 0.0 );
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virtual void AddLookTarget( const Vector &vecPosition, float flImportance, float flDuration, float flRamp = 0.0 );
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virtual void MaintainLookTargets( float flInterval );
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virtual bool ValidEyeTarget(const Vector &lookTargetPos);
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virtual bool ValidHeadTarget(const Vector &lookTargetPos);
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virtual float HeadTargetValidity(const Vector &lookTargetPos);
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virtual void StartTaskRangeAttack1( const Task_t *pTask );
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virtual void SetHeadDirection( const Vector &vTargetPos, float flInterval );
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void UpdateBodyControl( void );
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void UpdateHeadControl( const Vector &vHeadTarget, float flHeadInfluence );
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virtual float GetHeadDebounce( void ) { return 0.3; } // how much of previous head turn to use
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virtual bool ShouldBruteForceFailedNav() { return true; }
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virtual void GatherConditions( void );
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void AccumulateIdealYaw( float flYaw, float flIntensity );
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bool SetAccumulatedYawAndUpdate( void );
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float m_flAccumYawDelta;
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float m_flAccumYawScale;
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//---------------------------------
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virtual void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
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//-- Code for responding to INFO_REMARKABLES --
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#pragma region Info_Remarkable Code
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// INFO_REMARKABLEs are objects in the world for which AIs poll and
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// potentially say context-sensitive things.
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// The code is here because for the moment only AI_BaseActors do this.
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// However any other ExpresserHost theoretically could; if you want this
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// on, say, a player, we'd need to create some new common base class or
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// some such.
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// called from GatherConditions() for now because can't think of a better
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// place to poll it from. Returns true if speaking was tried.
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bool UpdateRemarkableSpeech();
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inline void EnableRemarkables( bool bEnabled ) { m_bRemarkablePolling = bEnabled; }
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protected:
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/// true iff the character is allowed to poll for remarkables at all (eg,
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/// rate limiting). You can make it virtual if you need to.
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bool CanPollRemarkables();
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/// Test to see if a particular remarkable can be commented upon.
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virtual bool TestRemarkingUpon( CInfoRemarkable * pRemarkable );
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public:
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#pragma endregion
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//---------------------------------
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virtual void PlayExpressionForState( NPC_STATE state );
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virtual const char *SelectRandomExpressionForState( NPC_STATE state );
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float SetExpression( const char * );
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void ClearExpression();
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const char * GetExpression();
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enum
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{
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SCENE_AI_BLINK = 1,
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SCENE_AI_HOLSTER,
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SCENE_AI_UNHOLSTER,
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SCENE_AI_AIM,
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SCENE_AI_RANDOMLOOK,
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SCENE_AI_RANDOMFACEFLEX,
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SCENE_AI_RANDOMHEADFLEX,
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SCENE_AI_IGNORECOLLISION,
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SCENE_AI_DISABLEAI
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};
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public:
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//---------------------------------
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virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
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void InvalidateBoneCache( void );
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DECLARE_DATADESC();
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private:
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enum
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{
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HUMANOID_LATCHED_EYE = 0x0001,
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HUMANOID_LATCHED_HEAD = 0x0002,
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HUMANOID_LATCHED_ALL = 0x0003,
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};
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//---------------------------------
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void UpdateLatchedValues( void );
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// Input handlers.
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void InputSetExpressionOverride( inputdata_t &inputdata );
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//---------------------------------
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int m_fLatchedPositions;
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Vector m_latchedEyeOrigin;
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Vector m_latchedEyeDirection; // direction eyes are looking
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Vector m_latchedHeadDirection; // direction head is aiming
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void ClearHeadAdjustment( void );
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Vector m_goalHeadDirection;
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float m_goalHeadInfluence;
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//---------------------------------
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float m_goalSpineYaw;
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float m_goalBodyYaw;
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Vector m_goalHeadCorrection;
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//---------------------------------
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float m_flBlinktime;
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EHANDLE m_hLookTarget;
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CAI_InterestTarget m_lookQueue;
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CAI_InterestTarget m_syntheticLookQueue;
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CAI_InterestTarget m_randomLookQueue;
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float m_flNextRandomLookTime; // FIXME: move to scene
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//---------------------------------
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string_t m_iszExpressionScene;
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EHANDLE m_hExpressionSceneEnt;
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float m_flNextRandomExpressionTime;
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string_t m_iszExpressionOverride;
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protected:
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string_t m_iszIdleExpression;
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string_t m_iszAlertExpression;
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string_t m_iszCombatExpression;
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string_t m_iszDeathExpression;
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bool m_bRemarkablePolling;
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float m_fNextIdleVocalizeTime; ///< Not a CoundownTimer because it doesn't need to be networked
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float m_fNextRemarkPollTime; ///< we only poll for TLK_REMARK once per second or so
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#pragma region PoseParameters and FlexWeights
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private:
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//---------------------------------
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//PoseParameter_t m_ParameterBodyTransY; // "body_trans_Y"
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//PoseParameter_t m_ParameterBodyTransX; // "body_trans_X"
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//PoseParameter_t m_ParameterBodyLift; // "body_lift"
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PoseParameter_t m_ParameterBodyYaw; // "body_yaw"
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//PoseParameter_t m_ParameterBodyPitch; // "body_pitch"
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//PoseParameter_t m_ParameterBodyRoll; // "body_roll"
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PoseParameter_t m_ParameterSpineYaw; // "spine_yaw"
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//PoseParameter_t m_ParameterSpinePitch; // "spine_pitch"
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//PoseParameter_t m_ParameterSpineRoll; // "spine_roll"
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PoseParameter_t m_ParameterNeckTrans; // "neck_trans"
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PoseParameter_t m_ParameterHeadYaw; // "head_yaw"
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PoseParameter_t m_ParameterHeadPitch; // "head_pitch"
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PoseParameter_t m_ParameterHeadRoll; // "head_roll"
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//FlexWeight_t m_FlexweightMoveRightLeft; // "move_rightleft"
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//FlexWeight_t m_FlexweightMoveForwardBack;// "move_forwardback"
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//FlexWeight_t m_FlexweightMoveUpDown; // "move_updown"
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FlexWeight_t m_FlexweightBodyRightLeft; // "body_rightleft"
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//FlexWeight_t m_FlexweightBodyUpDown; // "body_updown"
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//FlexWeight_t m_FlexweightBodyTilt; // "body_tilt"
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FlexWeight_t m_FlexweightChestRightLeft; // "chest_rightleft"
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//FlexWeight_t m_FlexweightChestUpDown; // "chest_updown"
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//FlexWeight_t m_FlexweightChestTilt; // "chest_tilt"
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FlexWeight_t m_FlexweightHeadForwardBack;// "head_forwardback"
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FlexWeight_t m_FlexweightHeadRightLeft; // "head_rightleft"
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FlexWeight_t m_FlexweightHeadUpDown; // "head_updown"
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FlexWeight_t m_FlexweightHeadTilt; // "head_tilt"
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PoseParameter_t m_ParameterGestureHeight; // "gesture_height"
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PoseParameter_t m_ParameterGestureWidth; // "gesture_width"
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FlexWeight_t m_FlexweightGestureUpDown; // "gesture_updown"
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FlexWeight_t m_FlexweightGestureRightLeft; // "gesture_rightleft"
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#pragma endregion Cached indices
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private:
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//---------------------------------
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bool RandomFaceFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
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bool RandomHeadFlex( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
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float m_flextarget[64];
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public:
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virtual bool UseSemaphore( void );
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protected:
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bool m_bDontUseSemaphore;
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public:
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//---------------------------------
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//
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// Speech support
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//
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virtual CAI_Expresser *GetExpresser();
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protected:
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bool CreateComponents();
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virtual CAI_Expresser *CreateExpresser();
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private:
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//---------------------------------
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CAI_Expresser *m_pExpresser;
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};
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//-----------------------------------------------------------------------------
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#endif // AI_BASEACTOR_H
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