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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: When NPC has COND_CAN_RANGE_ATTACK1, this will make him fire
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef ASW_AI_BEHAVIOR_RANGED_ATTACK_H
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#define ASW_AI_BEHAVIOR_RANGED_ATTACK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_ai_behavior.h"
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class CAI_ASW_RangedAttackBehavior : public CAI_ASW_Behavior
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{
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DECLARE_CLASS( CAI_ASW_RangedAttackBehavior, CAI_ASW_Behavior );
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public:
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CAI_ASW_RangedAttackBehavior( );
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virtual BehaviorClass_T Classify( void ) { return ( BehaviorClass_T )BEHAVIOR_CLASS_RANGED_ATTACK; }
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static const char *GetClassName() { return "behavior_rangedattack"; }
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virtual const char *GetClassNameV() { return GetClassName(); }
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virtual const char *GetName() { return "RangedAttack"; }
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static void LevelInit( void );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual void Precache( void );
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virtual void Init( );
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virtual bool CanSelectSchedule( );
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virtual void GatherConditions( );
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virtual void GatherConditionsNotActive( );
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virtual void StartTask( const Task_t *pTask );
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virtual void RunTask( const Task_t *pTask );
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virtual int SelectSchedule( );
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virtual void HandleBehaviorEvent( CBaseEntity *pInflictor, BehaviorEvent_t eEvent, int nParm );
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virtual bool CanYieldTargetSlot() { return false; } // this behavior won't yield target slot if it's primary
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Vector &GetMissileLocation( ) { return m_vMissileLocation; }
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enum
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{
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SCHED_RANGED_MOVE_TO_FIRE_SPOT = BaseClass::NEXT_SCHEDULE,
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NEXT_SCHEDULE,
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TASK_RANGED_FIND_MISSILE_LOCATION = BaseClass::NEXT_TASK,
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TASK_RANGED_PREPARE_TO_FIRE,
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TASK_RANGED_FIRE,
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TASK_RANGED_FIRE_RECOVER,
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NEXT_TASK,
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};
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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protected:
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virtual void GatherCommonConditions();
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private:
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bool FindFiringLocation();
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void UpdateTargetLocation();
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bool ValidateMissileLocation();
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float m_flMinFiringDistance;
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float m_flMaxFiringDistance;
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float m_flMaxFiringDistanceSq;
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float m_flProjectileVelocity;
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float m_flFireRate;
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float m_flGlobalShotDelay;
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CUtlString m_strVolleyType;
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bool m_bRadiusAttack;
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EHANDLE m_hTarget;
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Vector m_vMissileLocation;
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static float s_flGlobalShotDeferUntil;
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float m_flDeferUntil;
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DECLARE_DATADESC();
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};
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#endif // ASW_AI_BEHAVIOR_RANGED_ATTACK_H
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