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game/server/scriptedtarget.h
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64
game/server/scriptedtarget.h
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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef SCRIPTEDTARGET_H
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#define SCRIPTEDTARGET_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifndef SCRIPTEVENT_H
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#include "scriptevent.h"
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#endif
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#include "ai_basenpc.h"
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class CScriptedTarget : public CAI_BaseNPC
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{
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DECLARE_CLASS( CScriptedTarget, CAI_BaseNPC );
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public:
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DECLARE_DATADESC();
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void Spawn( void );
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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void ScriptThink( void );
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CBaseEntity* FindEntity( void );
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void TurnOn(void);
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void TurnOff(void);
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// Input handlers
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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CScriptedTarget* NextScriptedTarget(void);
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float MoveSpeed(void) { return m_nMoveSpeed; };
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float EffectDuration(void) { return m_flEffectDuration; };
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int DrawDebugTextOverlays(void);
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void DrawDebugGeometryOverlays(void);
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float PercentComplete(void);
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Vector m_vLastPosition; // Last position that's been reached
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private:
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int m_iDisabled; // Initial state
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string_t m_iszEntity; // entity that is wanted for this script
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float m_flRadius; // range to search
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int m_nMoveSpeed; // How fast do I burn from target to target
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float m_flPauseDuration; // How long to pause at this target
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float m_flPauseDoneTime; // When is pause over
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float m_flEffectDuration; // How long should any associated effect last?
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COutputEvent m_AtTarget; // Fired when scripted target has been reached
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COutputEvent m_LeaveTarget; // Fired when scripted target is left
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};
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#endif // SCRIPTEDTARGET_H
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