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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 SCENEENTITY_CLASS_H
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#define SCENEENTITY_CLASS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ichoreoeventcallback.h"
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class CSceneListManager;
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//-----------------------------------------------------------------------------
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// Purpose: FIXME, need to deal with save/restore
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//-----------------------------------------------------------------------------
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class CSceneEntity : public CPointEntity, public IChoreoEventCallback
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{
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friend class CInstancedSceneEntity;
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public:
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enum
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{
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SCENE_ACTION_UNKNOWN = 0,
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SCENE_ACTION_CANCEL,
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SCENE_ACTION_RESUME,
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};
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enum
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{
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SCENE_BUSYACTOR_DEFAULT = 0,
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SCENE_BUSYACTOR_WAIT,
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SCENE_BUSYACTOR_INTERRUPT,
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SCENE_BUSYACTOR_INTERRUPT_CANCEL,
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};
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DECLARE_CLASS( CSceneEntity, CPointEntity );
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DECLARE_SERVERCLASS();
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CSceneEntity( void );
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~CSceneEntity( void );
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// From IChoreoEventCallback
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virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
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virtual int UpdateTransmitState();
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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void SetRecipientFilter( IRecipientFilter *filter );
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virtual void Activate();
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual void UpdateOnRemove( void );
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virtual void OnRestore();
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virtual void OnLoaded();
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virtual int DrawDebugTextOverlays();
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DECLARE_DATADESC();
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virtual void OnSceneFinished( bool canceled, bool fireoutput );
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virtual void DoThink( float frametime );
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virtual void PauseThink( void );
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bool IsPlayingBack() const { return m_bIsPlayingBack; }
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bool IsPaused() const { return m_bPaused; }
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bool IsMultiplayer() const { return m_bMultiplayer; }
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bool IsInterruptable();
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virtual void ClearInterrupt();
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virtual void CheckInterruptCompletion();
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virtual bool InterruptThisScene( CSceneEntity *otherScene );
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void RequestCompletionNotification( CSceneEntity *otherScene );
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virtual void NotifyOfCompletion( CSceneEntity *interruptor );
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void AddListManager( CSceneListManager *pManager );
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void ClearActivatorTargets( void );
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void SetBreakOnNonIdle( bool bBreakOnNonIdle ) { m_bBreakOnNonIdle = bBreakOnNonIdle; }
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bool ShouldBreakOnNonIdle( void ) { return m_bBreakOnNonIdle; }
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// Inputs
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void InputStartPlayback( inputdata_t &inputdata );
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void InputPausePlayback( inputdata_t &inputdata );
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void InputResumePlayback( inputdata_t &inputdata );
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void InputCancelPlayback( inputdata_t &inputdata );
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void InputCancelAtNextInterrupt( inputdata_t &inputdata );
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void InputPitchShiftPlayback( inputdata_t &inputdata );
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void InputTriggerEvent( inputdata_t &inputdata );
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// If the scene is playing, finds an actor in the scene who can respond to the specified concept token
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void InputInterjectResponse( inputdata_t &inputdata );
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// If this scene is waiting on an actor, give up and quit trying.
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void InputStopWaitingForActor( inputdata_t &inputdata );
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virtual void StartPlayback( void );
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virtual void PausePlayback( void );
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virtual void ResumePlayback( void );
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virtual void CancelPlayback( void );
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virtual void PitchShiftPlayback( float fPitch );
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virtual void QueueResumePlayback( void );
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bool ValidScene() const;
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// Scene load/unload
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static CChoreoScene *LoadScene( const char *filename, IChoreoEventCallback *pCallback );
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void UnloadScene( void );
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struct SpeakEventSound_t
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{
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CUtlSymbol m_Symbol;
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float m_flStartTime;
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};
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static bool SpeakEventSoundLessFunc( const SpeakEventSound_t& lhs, const SpeakEventSound_t& rhs );
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bool GetSoundNameForPlayer( CChoreoEvent *event, CBasePlayer *player, char *buf, size_t buflen );
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void BuildSortedSpeakEventSoundsPrefetchList(
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CChoreoScene *scene,
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CUtlSymbolTable& table,
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CUtlRBTree< SpeakEventSound_t >& soundnames,
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float timeOffset );
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void PrefetchSpeakEventSounds( CUtlSymbolTable& table, CUtlRBTree< SpeakEventSound_t >& soundnames );
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// Event handlers
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virtual void DispatchStartExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndExpression( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndFlexAnimation( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndGesture( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartLookAt( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
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virtual void DispatchEndLookAt( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartMoveTo( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
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virtual void DispatchEndMoveTo( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel );
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virtual void DispatchEndSpeak( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartFace( CChoreoScene *scene, CBaseFlex *actor, CBaseEntity *actor2, CChoreoEvent *event );
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virtual void DispatchEndFace( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndSequence( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartSubScene( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchStartInterrupt( CChoreoScene *scene, CChoreoEvent *event );
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virtual void DispatchEndInterrupt( CChoreoScene *scene, CChoreoEvent *event );
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virtual void DispatchStartGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndGeneric( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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// NPC can play interstitial vcds (such as responding to the player doing something during a scene)
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virtual void DispatchStartPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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virtual void DispatchEndPermitResponses( CChoreoScene *scene, CBaseFlex *actor, CChoreoEvent *event );
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// Global events
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virtual void DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
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virtual void DispatchPauseScene( CChoreoScene *scene, const char *parameters );
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virtual void DispatchStopPoint( CChoreoScene *scene, const char *parameters );
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virtual float EstimateLength( void );
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void CancelIfSceneInvolvesActor( CBaseEntity *pActor );
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bool InvolvesActor( CBaseEntity *pActor ); // NOTE: returns false if scene hasn't loaded yet
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void GenerateSoundScene( CBaseFlex *pActor, const char *soundname );
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virtual float GetPostSpeakDelay() { return 1.0; }
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bool HasUnplayedSpeech( void );
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bool HasFlexAnimation( void );
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void SetCurrentTime( float t, bool forceClientSync );
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void InputScriptPlayerDeath( inputdata_t &inputdata );
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// Data
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public:
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string_t m_iszSceneFile;
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string_t m_iszResumeSceneFile;
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EHANDLE m_hWaitingForThisResumeScene;
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bool m_bWaitingForResumeScene;
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string_t m_iszTarget1;
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string_t m_iszTarget2;
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string_t m_iszTarget3;
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string_t m_iszTarget4;
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string_t m_iszTarget5;
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string_t m_iszTarget6;
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string_t m_iszTarget7;
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string_t m_iszTarget8;
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EHANDLE m_hTarget1;
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EHANDLE m_hTarget2;
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EHANDLE m_hTarget3;
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EHANDLE m_hTarget4;
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EHANDLE m_hTarget5;
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EHANDLE m_hTarget6;
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EHANDLE m_hTarget7;
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EHANDLE m_hTarget8;
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CNetworkVar( bool, m_bIsPlayingBack );
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CNetworkVar( bool, m_bPaused );
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CNetworkVar( bool, m_bMultiplayer );
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CNetworkVar( float, m_flForceClientTime );
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float m_flCurrentTime;
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float m_flFrameTime;
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bool m_bCancelAtNextInterrupt;
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float m_fPitch;
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bool m_bAutomated;
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int m_nAutomatedAction;
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float m_flAutomationDelay;
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float m_flAutomationTime;
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// A pause from an input requires another input to unpause (it's a hard pause)
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bool m_bPausedViaInput;
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// Waiting for the actor to be able to speak.
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bool m_bWaitingForActor;
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// Waiting for a point at which we can interrupt our actors
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bool m_bWaitingForInterrupt;
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bool m_bInterruptedActorsScenes;
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bool m_bBreakOnNonIdle;
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public:
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virtual CBaseFlex *FindNamedActor( int index );
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virtual CBaseFlex *FindNamedActor( CChoreoActor *pChoreoActor );
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virtual CBaseFlex *FindNamedActor( const char *name );
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virtual CBaseEntity *FindNamedEntity( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false );
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virtual CBaseEntity *FindNamedEntityFallback( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false );
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CBaseEntity *FindNamedTarget( string_t iszTarget, bool bBaseFlexOnly = false );
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virtual CBaseEntity *FindNamedEntityClosest( const char *name, CBaseEntity *pActor = NULL, bool bBaseFlexOnly = false, bool bUseClear = false, const char *pszSecondary = NULL );
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EOZ_Hacks::ResponseFollowup m_followup;
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private:
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CUtlVector< CHandle< CBaseFlex > > m_hActorList;
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CUtlVector< CHandle< CBaseEntity > > m_hRemoveActorList;
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private:
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inline void SetRestoring( bool bRestoring );
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// Prevent derived classed from using this!
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virtual void Think( void ) {};
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void ClearSceneEvents( CChoreoScene *scene, bool canceled );
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void ClearSchedules( CChoreoScene *scene );
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float GetSoundSystemLatency( void );
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void PrecacheScene( CChoreoScene *scene );
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CChoreoScene *GenerateSceneForSound( CBaseFlex *pFlexActor, const char *soundname );
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bool CheckActors();
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void PrefetchAnimBlocks( CChoreoScene *scene );
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bool ShouldNetwork() const;
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// Set if we tried to async the scene but the FS returned that the data was not loadable
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bool m_bSceneMissing;
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CChoreoScene *m_pScene;
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CNetworkVar( int, m_nSceneStringIndex );
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const ConVar *m_pcvSndMixahead;
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COutputEvent m_OnStart;
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COutputEvent m_OnCompletion;
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COutputEvent m_OnCanceled;
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COutputEvent m_OnTrigger1;
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COutputEvent m_OnTrigger2;
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COutputEvent m_OnTrigger3;
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COutputEvent m_OnTrigger4;
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COutputEvent m_OnTrigger5;
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COutputEvent m_OnTrigger6;
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COutputEvent m_OnTrigger7;
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COutputEvent m_OnTrigger8;
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COutputEvent m_OnTrigger9;
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COutputEvent m_OnTrigger10;
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COutputEvent m_OnTrigger11;
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COutputEvent m_OnTrigger12;
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COutputEvent m_OnTrigger13;
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COutputEvent m_OnTrigger14;
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COutputEvent m_OnTrigger15;
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COutputEvent m_OnTrigger16;
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int m_nInterruptCount;
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bool m_bInterrupted;
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CHandle< CSceneEntity > m_hInterruptScene;
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bool m_bCompletedEarly;
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bool m_bInterruptSceneFinished;
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CUtlVector< CHandle< CSceneEntity > > m_hNotifySceneCompletion;
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CUtlVector< CHandle< CSceneListManager > > m_hListManagers;
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bool m_bRestoring;
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bool m_bGenerated;
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string_t m_iszSoundName;
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CHandle< CBaseFlex > m_hActor;
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EHANDLE m_hActivator;
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int m_BusyActor;
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int m_iPlayerDeathBehavior;
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CRecipientFilter *m_pRecipientFilter;
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public:
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void SetBackground( bool bIsBackground );
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bool IsBackground( void );
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};
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#endif // SCENEENTITY_CLASS_H
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