237 lines
6.3 KiB
C
237 lines
6.3 KiB
C
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//========= Copyright <20> 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_BEHAVIOR_LEAD_H
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#define AI_BEHAVIOR_LEAD_H
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#include "simtimer.h"
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#include "ai_behavior.h"
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#include "ai_speech.h"
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#if defined( _WIN32 )
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#pragma once
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#endif
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// Speak concepts
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#define TLK_LEAD_START "TLK_LEAD_START"
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#define TLK_LEAD_ARRIVAL "TLK_LEAD_ARRIVAL"
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#define TLK_LEAD_SUCCESS "TLK_LEAD_SUCCESS"
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#define TLK_LEAD_FAILURE "lead_fail"
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#define TLK_LEAD_COMINGBACK "TLK_LEAD_COMINGBACK"
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#define TLK_LEAD_CATCHUP "TLK_LEAD_CATCHUP"
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#define TLK_LEAD_RETRIEVE "TLK_LEAD_RETRIEVE"
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#define TLK_LEAD_ATTRACTPLAYER "TLK_LEAD_ATTRACTPLAYER"
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#define TLK_LEAD_WAITOVER "TLK_LEAD_WAITOVER"
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#define TLK_LEAD_MISSINGWEAPON "TLK_LEAD_MISSING_WEAPON"
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#define TLK_LEAD_IDLE "TLK_LEAD_IDLE"
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//-----------------------------------------------------------------------------
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// class CAI_LeadBehavior
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//
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// Purpose:
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//
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//-----------------------------------------------------------------------------
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enum LeadBehaviorEvents_t
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{
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LBE_ARRIVAL,
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LBE_ARRIVAL_DONE,
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LBE_SUCCESS,
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LBE_FAILURE,
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LBE_DONE,
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};
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//-------------------------------------
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//
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// Handler class interface to listen to and modify actions of the lead behavior.
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// Could be an NPC, or another entity (like a goal entity)
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//
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class CAI_LeadBehaviorHandler
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{
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public:
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virtual void OnEvent( int event ) {}
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virtual const char *GetConceptModifiers( const char *pszConcept ) { return NULL; }
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};
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//-------------------------------------
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enum AI_LeadFlags_t
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{
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AILF_NO_DEF_SUCCESS = 0x01,
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AILF_NO_DEF_FAILURE = 0x02,
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AILF_USE_GOAL_FACING = 0x04,
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};
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struct AI_LeadArgs_t
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{
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const char *pszGoal;
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const char *pszWaitPoint;
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unsigned flags;
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float flWaitDistance;
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float flLeadDistance;
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float flRetrieveDistance;
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float flSuccessDistance;
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bool bRun;
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int iRetrievePlayer;
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int iRetrieveWaitForSpeak;
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int iComingBackWaitForSpeak;
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bool bStopScenesWhenPlayerLost;
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bool bDontSpeakStart;
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bool bLeadDuringCombat;
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bool bGagLeader;
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DECLARE_SIMPLE_DATADESC();
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};
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class CAI_LeadBehavior : public CAI_SimpleBehavior
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{
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DECLARE_CLASS( CAI_LeadBehavior, CAI_SimpleBehavior );
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public:
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CAI_LeadBehavior()
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: m_pSink(NULL),
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m_LostTimer( 3.0, 4.0 ),
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m_LostLOSTimer( 2.0, 3.0 )
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{
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memset( &m_args, 0, sizeof(m_args) );
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ClearGoal();
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}
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virtual void OnRestore();
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virtual const char *GetName() { return "Lead"; }
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virtual int DrawDebugTextOverlays( int text_offset );
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virtual bool IsNavigationUrgent();
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void LeadPlayer( const AI_LeadArgs_t &leadArgs, CAI_LeadBehaviorHandler *pSink = NULL );
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void StopLeading( void );
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virtual bool CanSelectSchedule();
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void BeginScheduleSelection();
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virtual bool IsCurTaskContinuousMove();
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bool SetGoal( const AI_LeadArgs_t &args );
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void ClearGoal() { m_goal = vec3_origin; m_waitpoint = vec3_origin; m_pSink = NULL; m_weaponname = NULL_STRING; }
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bool HasGoal() const { return (m_goal != vec3_origin); }
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bool HasWaitPoint() const { return (m_waitpoint != vec3_origin); }
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bool Connect( CAI_LeadBehaviorHandler *);
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bool Disconnect( CAI_LeadBehaviorHandler *);
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void SetWaitForWeapon( string_t iszWeaponName ) { m_weaponname = iszWeaponName; m_flWeaponSafetyTimeOut = gpGlobals->curtime + 60; }
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enum
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{
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// Schedules
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SCHED_LEAD_PLAYER = BaseClass::NEXT_SCHEDULE,
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SCHED_LEAD_PAUSE,
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SCHED_LEAD_PAUSE_COMBAT,
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SCHED_LEAD_RETRIEVE,
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SCHED_LEAD_RETRIEVE_WAIT,
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SCHED_LEAD_SUCCEED,
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SCHED_LEAD_AWAIT_SUCCESS,
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SCHED_LEAD_WAITFORPLAYER,
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SCHED_LEAD_WAITFORPLAYERIDLE,
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SCHED_LEAD_PLAYERNEEDSWEAPON,
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SCHED_LEAD_SPEAK_START,
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SCHED_LEAD_SPEAK_THEN_RETRIEVE_PLAYER,
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SCHED_LEAD_SPEAK_THEN_LEAD_PLAYER,
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NEXT_SCHEDULE,
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// Tasks
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TASK_GET_PATH_TO_LEAD_GOAL = BaseClass::NEXT_TASK,
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TASK_STOP_LEADING,
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TASK_LEAD_FACE_GOAL,
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TASK_LEAD_ARRIVE,
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TASK_LEAD_SUCCEED,
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TASK_LEAD_GET_PATH_TO_WAITPOINT,
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TASK_LEAD_WAVE_TO_PLAYER,
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TASK_LEAD_PLAYER_NEEDS_WEAPON,
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TASK_LEAD_SPEAK_START,
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TASK_LEAD_MOVE_TO_RANGE,
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TASK_LEAD_RETRIEVE_WAIT,
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TASK_LEAD_WALK_PATH,
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NEXT_TASK,
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// Conditions
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COND_LEAD_FOLLOWER_LOST = BaseClass::NEXT_CONDITION,
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COND_LEAD_FOLLOWER_LAGGING,
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COND_LEAD_FOLLOWER_NOT_LAGGING,
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COND_LEAD_FOLLOWER_VERY_CLOSE,
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COND_LEAD_SUCCESS,
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COND_LEAD_HAVE_FOLLOWER_LOS,
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COND_LEAD_FOLLOWER_MOVED_FROM_MARK,
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COND_LEAD_FOLLOWER_MOVING_TOWARDS_ME,
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NEXT_CONDITION
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};
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private:
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void GatherConditions();
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virtual int SelectSchedule();
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virtual int TranslateSchedule( int scheduleType );
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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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bool GetClosestPointOnRoute( const Vector &targetPos, Vector *pVecClosestPoint );
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bool PlayerIsAheadOfMe( bool bForce = false );
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bool Speak( AIConcept_t concept );
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bool IsSpeaking();
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// --------------------------------
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//
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// Sink notifiers. Isolated to limit exposure to actual sink storage,
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// provide debugging pinch pount, and allow for class-local logic
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// in addition to sink logic
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//
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void NotifyEvent( int event ) { if ( m_pSink ) m_pSink->OnEvent( event ) ; }
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const char * GetConceptModifiers( const char *pszConcept ) { return ( m_pSink ) ? m_pSink->GetConceptModifiers( pszConcept ) : NULL; }
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// --------------------------------
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AI_LeadArgs_t m_args;
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CAI_LeadBehaviorHandler *m_pSink;
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EHANDLE m_hSinkImplementor;
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// --------------------------------
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Vector m_goal;
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float m_goalyaw;
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Vector m_waitpoint;
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float m_waitdistance;
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float m_leaddistance;
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float m_retrievedistance;
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float m_successdistance;
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string_t m_weaponname;
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bool m_run;
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bool m_gagleader;
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bool m_hasspokenstart;
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bool m_hasspokenarrival;
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bool m_hasPausedScenes;
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float m_flSpeakNextNagTime;
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float m_flWeaponSafetyTimeOut;
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float m_flNextLeadIdle;
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bool m_bInitialAheadTest;
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CAI_MoveMonitor m_MoveMonitor;
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CRandStopwatch m_LostTimer;
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CRandStopwatch m_LostLOSTimer;
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DEFINE_CUSTOM_SCHEDULE_PROVIDER;
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DECLARE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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#endif // AI_BEHAVIOR_LEAD_H
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