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281 lines
8.2 KiB
281 lines
8.2 KiB
5 years ago
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//========= Copyright 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 NPC_MANHACK_H
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#define NPC_MANHACK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_basenpc_physicsflyer.h"
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#include "Sprite.h"
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#include "SpriteTrail.h"
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#include "player_pickup.h"
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// Start with the engine off and folded up.
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#define SF_MANHACK_PACKED_UP (1 << 16)
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#define SF_MANHACK_NO_DAMAGE_EFFECTS (1 << 17)
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#define SF_MANHACK_USE_AIR_NODES (1 << 18)
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#define SF_MANHACK_CARRIED (1 << 19) // Being carried by a metrocop
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#define SF_MANHACK_NO_DANGER_SOUNDS (1 << 20)
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enum
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{
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MANHACK_EYE_STATE_IDLE,
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MANHACK_EYE_STATE_CHASE,
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MANHACK_EYE_STATE_CHARGE,
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MANHACK_EYE_STATE_STUNNED,
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};
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//-----------------------------------------------------------------------------
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// Attachment points.
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//-----------------------------------------------------------------------------
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#define MANHACK_GIB_HEALTH 30
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#define MANHACK_INACTIVE_HEALTH 25
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#define MANHACK_MAX_SPEED 500
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#define MANHACK_BURST_SPEED 650
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#define MANHACK_NPC_BURST_SPEED 800
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//-----------------------------------------------------------------------------
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// Movement parameters.
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//-----------------------------------------------------------------------------
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#define MANHACK_WAYPOINT_DISTANCE 25 // Distance from waypoint that counts as arrival.
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class CSprite;
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class SmokeTrail;
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class CSoundPatch;
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//-----------------------------------------------------------------------------
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// Manhack
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//-----------------------------------------------------------------------------
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class CNPC_Manhack : public CNPCBaseInteractive<CAI_BasePhysicsFlyingBot>, public CDefaultPlayerPickupVPhysics
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{
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DECLARE_CLASS( CNPC_Manhack, CNPCBaseInteractive<CAI_BasePhysicsFlyingBot> );
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DECLARE_SERVERCLASS();
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public:
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CNPC_Manhack();
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~CNPC_Manhack();
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Class_T Classify(void);
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bool CorpseGib( const CTakeDamageInfo &info );
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void Event_Dying(void);
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void Event_Killed( const CTakeDamageInfo &info );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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int OnTakeDamage_Dying( const CTakeDamageInfo &info );
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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void TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition );
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float GetDefaultNavGoalTolerance();
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void UpdateOnRemove( void );
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void KillSprites( float flDelay );
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void OnStateChange( NPC_STATE OldState, NPC_STATE NewState );
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virtual bool CreateVPhysics( void );
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virtual void DeathSound( const CTakeDamageInfo &info );
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virtual bool ShouldGib( const CTakeDamageInfo &info );
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Activity NPC_TranslateActivity( Activity baseAct );
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virtual int TranslateSchedule( int scheduleType );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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void HandleAnimEvent( animevent_t *pEvent );
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bool OverrideMove(float flInterval);
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void MoveToTarget(float flInterval, const Vector &MoveTarget);
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void MoveExecute_Alive(float flInterval);
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void MoveExecute_Dead(float flInterval);
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int MoveCollisionMask(void);
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void TurnHeadRandomly( float flInterval );
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void CrashTouch( CBaseEntity *pOther );
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void StartEngine( bool fStartSound );
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virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true ) { return WorldSpaceCenter(); }
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virtual float GetHeadTurnRate( void ) { return 45.0f; } // Degrees per second
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void CheckCollisions(float flInterval);
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virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
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void PlayFlySound(void);
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virtual void StopLoopingSounds(void);
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void Precache(void);
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void RunTask( const Task_t *pTask );
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void Spawn(void);
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void Activate();
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void StartTask( const Task_t *pTask );
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void BladesInit();
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void SoundInit( void );
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void StartEye( void );
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bool HandleInteraction(int interactionType, void* data, CBaseCombatCharacter* sourceEnt);
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void PostNPCInit( void );
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void GatherConditions();
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void PrescheduleThink( void );
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void SpinBlades(float flInterval);
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void Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
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void Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
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void Splash( const Vector &vecSplashPos );
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float ManhackMaxSpeed( void );
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virtual void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
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void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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void HitPhysicsObject( CBaseEntity *pOther );
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virtual void ClampMotorForces( Vector &linear, AngularImpulse &angular );
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unsigned int PhysicsSolidMaskForEntity( void ) const;
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// Create smoke trail!
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void CreateSmokeTrail();
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void DestroySmokeTrail();
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void Ignite( float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner ) { return; }
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void InputDisableSwarm( inputdata_t &inputdata );
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void InputUnpack( inputdata_t &inputdata );
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// CDefaultPlayerPickupVPhysics
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
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CBasePlayer *HasPhysicsAttacker( float dt );
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float GetMaxEnginePower();
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// INPCInteractive Functions
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virtual bool CanInteractWith( CAI_BaseNPC *pUser ) { return false; } // Disabled for now (sjb)
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virtual bool HasBeenInteractedWith() { return m_bHackedByAlyx; }
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virtual void NotifyInteraction( CAI_BaseNPC *pUser )
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{
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// Turn the sprites off and on again so their colors will change.
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KillSprites(0.0f);
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m_bHackedByAlyx = true;
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StartEye();
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}
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virtual void InputPowerdown( inputdata_t &inputdata )
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{
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m_iHealth = 0;
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}
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DEFINE_CUSTOM_AI;
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DECLARE_DATADESC();
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private:
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bool IsInEffectiveTargetZone( CBaseEntity *pTarget );
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void MaintainGroundHeight( void );
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void StartBurst( const Vector &vecDirection );
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void StopBurst( bool bInterruptSchedule = false );
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void UpdatePanels( void );
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void SetEyeState( int state );
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void ShowHostile( bool hostile = true );
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bool IsFlyingActivity( Activity baseAct );
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// Computes the slice bounce velocity
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void ComputeSliceBounceVelocity( CBaseEntity *pHitEntity, trace_t &tr );
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// Take damage from being thrown by a physcannon
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void TakeDamageFromPhyscannon( CBasePlayer *pPlayer );
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// Take damage from a vehicle:
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void TakeDamageFromVehicle( int index, gamevcollisionevent_t *pEvent );
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// Take damage from physics impacts
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void TakeDamageFromPhysicsImpact( int index, gamevcollisionevent_t *pEvent );
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// Are we being held by the physcannon?
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bool IsHeldByPhyscannon( );
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void StartLoitering( const Vector &vecLoiterPosition );
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void StopLoitering() { m_vecLoiterPosition = vec3_invalid; m_fTimeNextLoiterPulse = gpGlobals->curtime; }
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bool IsLoitering() { return m_vecLoiterPosition != vec3_invalid; }
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void Loiter();
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//
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// Movement variables.
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//
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Vector m_vForceVelocity; // Someone forced me to move
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Vector m_vTargetBanking;
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Vector m_vForceMoveTarget; // Will fly here
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float m_fForceMoveTime; // If time is less than this
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Vector m_vSwarmMoveTarget; // Will fly here
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float m_fSwarmMoveTime; // If time is less than this
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float m_fEnginePowerScale; // scale all thrust by this amount (usually 1.0!)
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float m_flNextEngineSoundTime;
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float m_flEngineStallTime;
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float m_flNextBurstTime;
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float m_flBurstDuration;
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Vector m_vecBurstDirection;
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float m_flWaterSuspendTime;
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int m_nLastSpinSound;
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// physics influence
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CHandle<CBasePlayer> m_hPhysicsAttacker;
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float m_flLastPhysicsInfluenceTime;
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// Death
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float m_fSparkTime;
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float m_fSmokeTime;
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bool m_bDirtyPitch; // indicates whether we want the sound pitch updated.(sjb)
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bool m_bShowingHostile;
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bool m_bBladesActive;
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bool m_bIgnoreClipbrushes;
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float m_flBladeSpeed;
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CSprite *m_pEyeGlow;
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CSprite *m_pLightGlow;
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CHandle<SmokeTrail> m_hSmokeTrail;
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int m_iPanel1;
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int m_iPanel2;
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int m_iPanel3;
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int m_iPanel4;
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int m_nLastWaterLevel;
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bool m_bDoSwarmBehavior;
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bool m_bGib;
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bool m_bHeld;
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bool m_bHackedByAlyx;
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Vector m_vecLoiterPosition;
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float m_fTimeNextLoiterPulse;
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float m_flBumpSuppressTime;
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CNetworkVar( int, m_nEnginePitch1 );
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CNetworkVar( int, m_nEnginePitch2 );
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CNetworkVar( float, m_flEnginePitch1Time );
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CNetworkVar( float, m_flEnginePitch2Time );
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};
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#endif //NPC_MANHACK_H
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