240 lines
9.0 KiB
C++
240 lines
9.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: An event queue of AI concepts that dispatches them to appropriate characters.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_SPEECHQUEUE_H
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#define AI_SPEECHQUEUE_H
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#if defined( _WIN32 )
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#pragma once
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#endif
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#include "ai_speech.h"
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#define AI_RESPONSE_QUEUE_SIZE 64
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enum DeferredResponseTarget_t // possible targets for a deferred response
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{
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kDRT_ANY, // best matching respondent within range -- except for the one in the m_hTarget handle
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kDRT_ALL, // send to everyone in range -- except for the one in the m_hTarget handle
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kDRT_SPECIFIC, // a specific entity is targeted
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kDRT_MAX, // high water mark
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};
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// Allows you to postpone AI speech concepts to a later time, or to direct them to
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// a specific character, or all of them.
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class CResponseQueue
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{
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//////////////////// Local types ////////////////////
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public:
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// We pack up contexts to send along with the concept.
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// For now I'll just copy criteria sets, but it will be better to do something
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// more efficient in the future.
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typedef AI_CriteriaSet DeferredContexts_t;
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struct CFollowupTargetSpec_t ///< to whom a followup is directed. Can be a specific entity or something more exotic.
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{
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DeferredResponseTarget_t m_iTargetType; ///< ANY, ALL, or SPECIFIC. If specific, pass through a handle to:
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EHANDLE m_hHandle; ///< a specific target for the message, or a specific character to OMIT.
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inline bool IsValid( void ) const;
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// constructors/destructors
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explicit CFollowupTargetSpec_t(const DeferredResponseTarget_t &targetType, const EHANDLE &handle)
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: m_iTargetType(targetType), m_hHandle(handle)
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{};
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explicit CFollowupTargetSpec_t(const EHANDLE &handle)
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: m_iTargetType(kDRT_SPECIFIC), m_hHandle(handle)
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{};
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CFollowupTargetSpec_t(DeferredResponseTarget_t target) // eg, ANY, ALL, etc.
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: m_iTargetType(target)
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{
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AssertMsg(m_iTargetType != kDRT_SPECIFIC, "Response rule followup tried to specify an entity target, but didn't provide the target.\n" );
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}
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CFollowupTargetSpec_t(void) // default: invalid
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: m_iTargetType(kDRT_MAX)
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{};
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};
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/// A single deferred response.
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struct CDeferredResponse
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{
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AIConcept_t m_concept;
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DeferredContexts_t m_contexts; ///< contexts to send along with the concept
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float m_fDispatchTime;
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EHANDLE m_hIssuer; ///< an entity, if issued by an entity
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/*
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DeferredResponseTarget_t m_iTargetType;
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EHANDLE m_hTarget; // May be invalid.
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*/
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CFollowupTargetSpec_t m_Target;
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inline void Init( const AIConcept_t &concept, const AI_CriteriaSet * RESTRICT contexts, float dtime, const CFollowupTargetSpec_t &target, CBaseEntity *pIssuer );
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inline bool IsQuashed() { return !m_Target.IsValid(); }
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void Quash(); ///< make this response invalid.
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};
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/// write
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static void DeferContextsFromCriteriaSet( DeferredContexts_t &contextsOut, const AI_CriteriaSet *criteriaIn );
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//////////////////// Methods ////////////////////
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public:
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CResponseQueue( int queueSize );
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/// Add a deferred response.
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void Add( const AIConcept_t &concept, ///< concept to dispatch
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const AI_CriteriaSet * RESTRICT contexts, ///< the contexts that come with it (may be NULL)
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float time, ///< when to dispatch it. You can specify a time of zero to mean "immediately."
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const CFollowupTargetSpec_t &targetspec, /// All information necessary to target this response
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CBaseEntity *pIssuer = NULL ///< the entity who should not respond if this is a ANY or ALL rule. (eg, don't let people talk to themselves.)
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);
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/// Remove all deferred responses matching the concept and issuer.
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void Remove( const AIConcept_t &concept, ///< concept to dispatch
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CBaseEntity * const pIssuer = NULL ///< the entity issuing the response, if one exists.
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);
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/// Remove all deferred responses queued to be spoken by given character
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void RemoveSpeechQueuedFor( const CBaseEntity *pSpeaker );
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/// Empty out all pending events
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void Evacuate();
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/// Go through and dispatch any deferred responses.
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void PerFrameDispatch();
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/// Add an expressor owner to this queue.
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void AddExpresserHost(CBaseEntity *host);
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/// Remove an expresser host from this queue.
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void RemoveExpresserHost(CBaseEntity *host);
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/// Iterate over potential expressers for this queue
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inline int GetNumExpresserTargets() const;
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inline CBaseEntity *GetExpresserHost(int which) const;
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protected:
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/// Actually send off one response to a consumer
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/// Return true if dispatch succeeded
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bool DispatchOneResponse( CDeferredResponse &response );
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private:
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/// Helper function for one case in DispatchOneResponse
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/// (for better organization)
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bool DispatchOneResponse_ThenANY( CDeferredResponse &response, AI_CriteriaSet * RESTRICT pDeferredCriteria, CBaseEntity * const RESTRICT pIssuer, float followupMaxDistSq );
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//////////////////// Data ////////////////////
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protected:
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typedef CUtlFixedLinkedList< CDeferredResponse > QueueType_t;
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QueueType_t m_Queue; // the queue of deferred responses, will eventually be sorted
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/// Note about the queue type: if you move to replace it with a sorted priority queue,
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/// make sure it is a type such that an iterator is not invalidated by inserts and deletes.
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/// CResponseQueue::PerFrameDispatch() iterates over the queue calling DispatchOneResponse
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/// on each in turn, and those responses may very easily add new events to the queue.
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/// A crash will result if the iterator used in CResponseQueue::PerFrameDispatch()'s loop
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/// becomes invalid.
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CUtlVector<EHANDLE> m_ExpresserTargets; // a list of legitimate expresser targets
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};
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inline void CResponseQueue::CDeferredResponse::Init(const AIConcept_t &concept, const AI_CriteriaSet * RESTRICT contexts, float dtime, const CFollowupTargetSpec_t &target, CBaseEntity *pIssuer )
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{
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m_concept = concept;
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m_fDispatchTime = dtime;
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/*
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m_iTargetType = targetType;
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m_hTarget = handle ;
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*/
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m_Target = target;
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m_hIssuer = pIssuer;
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DeferContextsFromCriteriaSet(m_contexts, contexts);
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}
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int CResponseQueue::GetNumExpresserTargets() const
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{
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return m_ExpresserTargets.Count();
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}
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CBaseEntity *CResponseQueue::GetExpresserHost(int which) const
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{
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return m_ExpresserTargets[which];
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}
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// The wrapper game system that contains a response queue, and ticks it each frame.
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class CResponseQueueManager : public CAutoGameSystemPerFrame
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{
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public:
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CResponseQueueManager(char const *name) : CAutoGameSystemPerFrame( name )
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{
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m_pQueue = NULL;
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}
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virtual ~CResponseQueueManager(void);
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virtual void Shutdown();
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virtual void FrameUpdatePostEntityThink( void );
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virtual void LevelInitPreEntity( void );
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inline CResponseQueue *GetQueue(void) { Assert(m_pQueue); return m_pQueue; }
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protected:
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CResponseQueue *m_pQueue;
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};
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// Valid if the target type enum is within bounds. Furthermore if it
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// specifies a specific entity, that handle must be valid.
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bool CResponseQueue::CFollowupTargetSpec_t::IsValid( void ) const
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{
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if (m_iTargetType >= kDRT_MAX)
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return false;
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if (m_iTargetType < 0)
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return false;
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if (m_iTargetType == kDRT_SPECIFIC && !m_hHandle.IsValid())
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return false;
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return true;
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}
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extern CResponseQueueManager g_ResponseQueueManager;
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// Handy global helper funcs
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/// Automatically queue up speech to happen immediately -- calls straight through to response rules add
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inline void QueueSpeak( const AIConcept_t &concept, ///< concept name to say
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const CResponseQueue::CFollowupTargetSpec_t& targetspec, ///< kDRT_ANY, kDRT_ALL, etc
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CBaseEntity *pIssuer = NULL ///< if specifying ANY or ALL, use this to specify the one you *don't* want to speak
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)
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{
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return g_ResponseQueueManager.GetQueue()->Add( concept, NULL, 0.0f, targetspec, pIssuer );
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}
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/// Automatically queue up speech to happen immediately -- calls straight through to response rules add
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inline void QueueSpeak( const AIConcept_t &concept, ///< concept name to say
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const CResponseQueue::CFollowupTargetSpec_t& targetspec, ///< kDRT_ANY, kDRT_ALL, etc
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const AI_CriteriaSet &criteria, ///< criteria to pass in
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CBaseEntity *pIssuer = NULL ///< if specifying ANY or ALL, use this to specify the one you *don't* want to speak
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)
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{
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return g_ResponseQueueManager.GetQueue()->Add( concept, &criteria, 0.0f, targetspec, pIssuer );
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}
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/// Automatically queue up speech to happen immediately -- calls straight through to response rules add
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inline void QueueSpeak( const AIConcept_t &concept, ///< concept name to say
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const EHANDLE &target, ///< which entity shall speak
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float delay, ///< how far in the future to speak
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const AI_CriteriaSet &criteria, ///< criteria to pass in
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CBaseEntity *pIssuer = NULL )
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{
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return g_ResponseQueueManager.GetQueue()->Add( concept, &criteria, gpGlobals->curtime + delay,
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CResponseQueue::CFollowupTargetSpec_t(target), pIssuer );
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}
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#endif // AI_SPEECHQUEUE_H
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