Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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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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//=============================================================================//
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#ifndef AI_MOVESHOOT_H
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#define AI_MOVESHOOT_H
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#include "ai_component.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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// @TODO (toml 07-09-03): probably want to fold this into base NPC. evaluate when
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// head above water
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class CAI_MoveAndShootOverlay : public CAI_Component
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{
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typedef CAI_Component BaseClass;
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public:
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CAI_MoveAndShootOverlay();
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void StartShootWhileMove( );
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void NoShootWhileMove();
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void RunShootWhileMove();
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void EndShootWhileMove();
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void SuspendMoveAndShoot( float flDuration );
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bool IsSuspended() { return m_flSuspendUntilTime > gpGlobals->curtime; }
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void SetInitialDelay( float delay );
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bool IsMovingAndShooting( void ) const { return m_bMovingAndShooting; }
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private:
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bool HasAvailableRangeAttack();
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bool CanAimAtEnemy();
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void UpdateMoveShootActivity( bool bMoveAimAtEnemy );
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bool m_bMovingAndShooting;
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bool m_bNoShootWhileMove;
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float m_initialDelay;
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float m_flSuspendUntilTime;
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DECLARE_SIMPLE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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#endif // AI_MOVESHOOT_H
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