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https://github.com/alliedmodders/hl2sdk.git
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Added original SDK code for Alien Swarm.
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game/server/ai_initutils.h
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107
game/server/ai_initutils.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: AI Utility classes for building the initial AI Networks
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef AI_INITUTILS_H
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#define AI_INITUTILS_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.h"
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#include "ai_node.h"
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//###########################################################
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// >> HintNodeData
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//
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// This is a chunk of data that's passed to a hint node entity
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// when it's created from a CNodeEnt.
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//###########################################################
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enum HintIgnoreFacing_t
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{
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HIF_NO,
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HIF_YES,
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HIF_DEFAULT,
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};
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struct HintNodeData
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{
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string_t strEntityName;
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Vector vecPosition;
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short nHintType;
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int nNodeID;
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string_t strGroup;
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int iDisabled;
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string_t iszGenericType;
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string_t iszActivityName;
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int nTargetWCNodeID;
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HintIgnoreFacing_t fIgnoreFacing;
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NPC_STATE minState;
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NPC_STATE maxState;
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int nRadius;
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int nWCNodeID; // Node ID assigned by worldcraft (not same as engine!)
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DECLARE_SIMPLE_DATADESC();
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};
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//###########################################################
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// >> CNodeEnt
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//
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// This is the entity that is loaded in from worldcraft.
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// It is only used to build the network and is deleted
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// immediately
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//###########################################################
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class CNodeEnt : public CServerOnlyPointEntity
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{
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DECLARE_CLASS( CNodeEnt, CServerOnlyPointEntity );
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public:
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virtual void SetOwnerEntity( CBaseEntity* pOwner ) { BaseClass::SetOwnerEntity( NULL ); }
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static int m_nNodeCount;
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void Spawn( void );
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int Spawn( const char *pMapData );
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DECLARE_DATADESC();
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CNodeEnt(void);
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public:
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HintNodeData m_NodeData;
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};
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//###########################################################
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// >> CAI_TestHull
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//
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// a modelless clip hull that verifies reachable nodes by
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// walking from every node to each of it's connections//
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//###########################################################
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class CAI_TestHull : public CAI_BaseNPC
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{
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DECLARE_CLASS( CAI_TestHull, CAI_BaseNPC );
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private:
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static CAI_TestHull* pTestHull; // Hull for testing connectivity
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public:
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static CAI_TestHull* GetTestHull(void); // Get the test hull
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static void ReturnTestHull(void); // Return the test hull
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bool bInUse;
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virtual void Precache();
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void Spawn(void);
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~(FCAP_ACROSS_TRANSITION|FCAP_DONT_SAVE); }
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virtual bool IsJumpLegal(const Vector &startPos, const Vector &apex, const Vector &endPos) const;
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~CAI_TestHull(void);
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};
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#endif // AI_INITUTILS_H
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