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//========= Copyright <EFBFBD> 1996-2005, 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 AI_BLENDED_MOVEMENT_H
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#define AI_BLENDED_MOVEMENT_H
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#include "ai_basenpc.h"
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#include "ai_motor.h"
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#include "ai_navigator.h"
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struct AI_Waypoint_t;
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//-----------------------------------------------------------------------------
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// CLASS: CAI_BlendedMotor
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//
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// Purpose: Home of fancy human animation transition code
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//
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//-----------------------------------------------------------------------------
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class CAI_BlendedMotor : public CAI_Motor
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{
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typedef CAI_Motor BaseClass;
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public:
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CAI_BlendedMotor( CAI_BaseNPC *pOuter )
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: BaseClass( pOuter )
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{
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m_iPrimaryLayer = -1;
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m_nPrimarySequence = ACT_INVALID;
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m_iSecondaryLayer = -1;
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m_nSecondarySequence = ACT_INVALID;
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m_flSecondaryWeight = 0.0f;
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m_nSavedGoalActivity = ACT_INVALID;
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m_nSavedTranslatedGoalActivity = ACT_INVALID;
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m_nGoalSequence = ACT_INVALID;
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m_nPrevMovementSequence = ACT_INVALID;
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m_nInteriorSequence = ACT_INVALID;
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m_bDeceleratingToGoal = false;
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m_flStartCycle = 0.0f;
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m_flPredictiveSpeedAdjust = 1.0f;
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m_flReactiveSpeedAdjust = 1.0f;
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m_vecPrevOrigin1.Init();
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m_vecPrevOrigin2.Init();
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m_prevYaw = 0.0f;
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m_doTurn = 0.0f;
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m_doLeft = 0.0f;
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m_doRight = 0.0f;
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m_flNextTurnAct = 0.0f;
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}
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void MoveClimbStart( const Vector &climbDest, const Vector &climbDir, float climbDist, float yaw );
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void MoveJumpStart( const Vector &velocity );
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void ResetMoveCalculations();
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void MoveStart();
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void ResetGoalSequence();
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void MoveStop();
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void MovePaused();
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void MoveContinue();
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float OverrideMaxYawSpeed( Activity activity );
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void UpdateYaw( int speed );
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void RecalculateYawSpeed();
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bool IsDeceleratingToGoal() const { return m_bDeceleratingToGoal; }
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float GetMoveScriptTotalTime();
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void MaintainTurnActivity( void );
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bool AddTurnGesture( float flYD );
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private:
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AIMotorMoveResult_t MoveGroundExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
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AIMotorMoveResult_t MoveFlyExecute( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
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// --------------------------------
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void BuildMoveScript( const AILocalMoveGoal_t &move, AIMoveTrace_t *pTraceResult );
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void BuildVelocityScript( const AILocalMoveGoal_t &move );
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void InsertSlowdown( float distToObstruction, float idealAccel, bool bAlwaysSlowdown );
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int BuildTurnScript( int i, int j );
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void BuildTurnScript( const AILocalMoveGoal_t &move );
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int BuildInsertNode( int i, float flTime );
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Activity GetTransitionActivity( void );
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// --------------------------------
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// helpers to simplify code
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float GetCycle() { return GetOuter()->GetCycle(); }
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int AddLayeredSequence( int sequence, int iPriority ) { return GetOuter()->AddLayeredSequence( sequence, iPriority ); }
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void SetLayerWeight( int iLayer, float flWeight ) { GetOuter()->SetLayerWeight( iLayer, flWeight ); }
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void SetLayerPlaybackRate( int iLayer, float flPlaybackRate ) { GetOuter()->SetLayerPlaybackRate( iLayer, flPlaybackRate ); }
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void SetLayerNoRestore( int iLayer, bool bNoRestore ) { GetOuter()->SetLayerNoRestore( iLayer, bNoRestore ); }
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void SetLayerCycle( int iLayer, float flCycle ) { GetOuter()->SetLayerCycle( iLayer, flCycle ); }
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void SetLayerCycle( int iLayer, float flCycle, float flPrevCycle ) { GetOuter()->SetLayerCycle( iLayer, flCycle, flPrevCycle ); }
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void SetLayerNoEvents( int iLayer, bool bNoEvents = true ) { GetOuter()->SetLayerNoEvents( iLayer, bNoEvents ); }
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void RemoveLayer( int iLayer, float flKillRate, float flKillDelay ) { GetOuter()->RemoveLayer( iLayer, flKillRate, flKillDelay ); }
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// --------------------------------
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struct AI_Movementscript_t
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{
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public:
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AI_Movementscript_t( )
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{
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Init( );
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};
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void Init( void )
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{
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memset( this, 0, sizeof(*this) );
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};
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float flTime; // time till next entry
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float flElapsedTime; // time since first entry
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float flDist; // distance to next entry
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float flMaxVelocity;
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// float flVelocity;
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float flYaw;
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float flAngularVelocity;
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bool bLooping;
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int nFlags;
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AI_Waypoint_t *pWaypoint;
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public:
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AI_Movementscript_t *pNext;
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AI_Movementscript_t *pPrev;
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Vector vecLocation;
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};
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//---------------------------------
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CUtlVector<AI_Movementscript_t> m_scriptMove;
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CUtlVector<AI_Movementscript_t> m_scriptTurn;
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//---------------------------------
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bool m_bDeceleratingToGoal;
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int m_iPrimaryLayer;
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int m_iSecondaryLayer;
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int m_nPrimarySequence;
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int m_nSecondarySequence;
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float m_flSecondaryWeight;
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Activity m_nSavedGoalActivity;
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Activity m_nSavedTranslatedGoalActivity;
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int m_nGoalSequence;
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int m_nPrevMovementSequence;
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int m_nInteriorSequence;
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float m_flStartCycle;
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float m_flCurrRate;
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float m_flPredictiveSpeedAdjust; // predictive speed adjust from probing slope
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float m_flReactiveSpeedAdjust; // reactive speed adjust when slope movement detected
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Vector m_vecPrevOrigin1;
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Vector m_vecPrevOrigin2;
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//---------------------------------
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float m_flNextTurnGesture; // next time for large turn gesture
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//---------------------------------
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float m_prevYaw;
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float m_doTurn;
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float m_doLeft;
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float m_doRight;
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float m_flNextTurnAct; // next time for small turn gesture
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float GetMoveScriptDist( float &flNewSpeed );
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float GetMoveScriptYaw( void );
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void SetMoveScriptAnim( float flNewSpeed );
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int GetInteriorSequence( int fromSequence );
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// CLASS: CAI_BlendingHost
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//
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// Purpose: Bridge to the home of fancy human animation transition code
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//
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//-----------------------------------------------------------------------------
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template <class BASE_NPC>
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class CAI_BlendingHost : public BASE_NPC
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{
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DECLARE_CLASS_NOFRIEND( CAI_BlendingHost, BASE_NPC );
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public:
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const CAI_BlendedMotor *GetBlendedMotor() const { return assert_cast<const CAI_BlendedMotor *>(this->GetMotor()); }
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CAI_BlendedMotor * GetBlendedMotor() { return assert_cast<CAI_BlendedMotor *>(this->GetMotor()); }
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CAI_Motor *CreateMotor()
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{
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MEM_ALLOC_CREDIT();
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return new CAI_BlendedMotor( this );
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}
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CAI_Navigator *CreateNavigator()
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{
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CAI_Navigator *pNavigator = BaseClass::CreateNavigator();
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pNavigator->SetValidateActivitySpeed( false );
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return pNavigator;
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}
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float MaxYawSpeed( void )
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{
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float override = GetBlendedMotor()->OverrideMaxYawSpeed( this->GetActivity() );
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if ( override != -1 )
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return override;
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return BaseClass::MaxYawSpeed();
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}
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float GetTimeToNavGoal()
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{
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float result = GetBlendedMotor()->GetMoveScriptTotalTime();
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if ( result != -1 )
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return result;
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return BaseClass::GetTimeToNavGoal();
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}
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};
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//-------------------------------------
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// to simplify basic usage:
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class CAI_BlendedNPC : public CAI_BlendingHost<CAI_BaseNPC>
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{
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DECLARE_CLASS( CAI_BlendedNPC, CAI_BlendingHost<CAI_BaseNPC> );
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};
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//-----------------------------------------------------------------------------
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#endif
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