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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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#include "cbase.h"
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#include "beam_shared.h"
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#include "ai_motor.h"
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#include "asw_ai_behavior_backoff.h"
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#include "ai_hint.h"
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#include "ai_navigator.h"
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#include "ai_memory.h"
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#include "asw_alien.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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BEGIN_DATADESC( CAI_ASW_BackoffBehavior )
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END_DATADESC();
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LINK_BEHAVIOR_TO_CLASSNAME( CAI_ASW_BackoffBehavior );
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//------------------------------------------------------------------------------
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// Purpose: constructor
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//------------------------------------------------------------------------------
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CAI_ASW_BackoffBehavior::CAI_ASW_BackoffBehavior( )
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{
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}
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//------------------------------------------------------------------------------
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// Purpose: function to set up parameters
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// Input : szKeyName - the name of the key
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// szValue - the value to be set
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// Output : returns true of we handled this key
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//------------------------------------------------------------------------------
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bool CAI_ASW_BackoffBehavior::KeyValue( const char *szKeyName, const char *szValue )
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{
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return BaseClass::KeyValue( szKeyName, szValue );
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}
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//------------------------------------------------------------------------------
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// Purpose: precaches any additional assets this behavior needs
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::Precache( void )
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{
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BaseClass::Precache();
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}
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//------------------------------------------------------------------------------
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// Purpose:
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::Init( )
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{
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#if 0
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CASW_Alien *pNPC = static_cast< CASW_Alien * >( GetOuter() );
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if ( !pNPC )
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{
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return;
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}
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#endif
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}
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//------------------------------------------------------------------------------
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// Purpose: determines if we can use this behavior currently
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// Output : returns true if this behavior is able to run
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//------------------------------------------------------------------------------
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bool CAI_ASW_BackoffBehavior::CanSelectSchedule()
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{
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if ( !GetOuter()->IsInterruptable() )
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{
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return false;
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}
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return BaseClass::CanSelectSchedule();
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is active. this is
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// generally a larger set of conditions to interrupt any tasks.
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::GatherConditions()
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{
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BaseClass::GatherConditions();
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}
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//------------------------------------------------------------------------------
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// Purpose: sets / clears conditions for when the behavior is not active. this is
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// mainly to have a smaller set of conditions to wake up the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::GatherConditionsNotActive()
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{
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BaseClass::GatherConditionsNotActive();
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}
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//------------------------------------------------------------------------------
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// Purpose: general purpose routine to collect conditions used both during active
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// and non-active states of the behavior.
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::GatherCommonConditions()
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{
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BaseClass::GatherCommonConditions();
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}
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void CAI_ASW_BackoffBehavior::BeginScheduleSelection()
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{
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BaseClass::BeginScheduleSelection();
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called to start when a task initially starts
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::StartTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_CLEAR_BACK_OFF_STATUS:
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{
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SetBehaviorParam( m_StatusParm, -1 );
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TaskComplete();
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break;
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}
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default:
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BaseClass::StartTask( pTask );
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break;
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}
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called every frame when a task is running
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// Input : pTask - the task structure
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::RunTask( const Task_t *pTask )
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{
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#if 0
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switch( pTask->iTask )
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{
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default:
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BaseClass::RunTask( pTask );
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break;
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}
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#endif
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BaseClass::RunTask( pTask );
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}
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//------------------------------------------------------------------------------
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// Purpose: routine called to select what schedule we want to run
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// Output : returns the schedule id of the schedule we want to run
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//------------------------------------------------------------------------------
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int CAI_ASW_BackoffBehavior::SelectSchedule()
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{
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return SCHED_BACKOFF_MOVE_AWAY;
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}
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//------------------------------------------------------------------------------
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// Purpose:
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// Input :
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// Output :
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//------------------------------------------------------------------------------
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void CAI_ASW_BackoffBehavior::HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm )
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{
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#if 0
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switch( eEvent )
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{
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}
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#endif
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}
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AI_BEGIN_CUSTOM_SCHEDULE_PROVIDER( CAI_ASW_BackoffBehavior )
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DECLARE_TASK( TASK_CLEAR_BACK_OFF_STATUS )
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DEFINE_SCHEDULE
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(
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SCHED_BACKOFF_MOVE_AWAY,
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" Tasks"
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" TASK_STOP_MOVING 0"
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" TASK_PLAY_SEQUENCE ACTIVITY:ACT_STEP_BACK"
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" TASK_CLEAR_BACK_OFF_STATUS 0"
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""
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" Interrupts"
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);
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AI_END_CUSTOM_SCHEDULE_PROVIDER()
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#include "tier0/memdbgoff.h"
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