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Missing file from previous checkin.
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// AI_alphalabs2_scientist1.h
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// Native state-machine replacement for ai_alphalabs2_scientist1.script.
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#pragma once
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class rvmAIAlphaLabs2Scientist1 : public rvmAIObject {
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public:
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CLASS_PROTOTYPE( rvmAIAlphaLabs2Scientist1 );
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virtual void Init( idAI* aiOwner ) override;
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virtual void Destroy() override;
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virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override;
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protected:
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virtual stateResult_t Head_Idle( stateParms_t* parms );
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virtual stateResult_t Head_Death( stateParms_t* parms );
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virtual stateResult_t Head_DeathScene( stateParms_t* parms );
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virtual stateResult_t Head_Greeting( stateParms_t* parms );
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virtual stateResult_t Head_Speech( stateParms_t* parms );
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virtual stateResult_t Head_Hurry( stateParms_t* parms );
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virtual stateResult_t Head_StayClose( stateParms_t* parms );
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virtual stateResult_t Head_Electro_Pulses( stateParms_t* parms );
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virtual stateResult_t Head_Pulse1( stateParms_t* parms );
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virtual stateResult_t Head_Pulse2( stateParms_t* parms );
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virtual stateResult_t Head_WatchIt( stateParms_t* parms );
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virtual stateResult_t Head_Spooked( stateParms_t* parms );
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virtual stateResult_t Head_Exit( stateParms_t* parms );
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virtual stateResult_t Head_SayStuff( stateParms_t* parms );
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virtual stateResult_t Head_Attacked( stateParms_t* parms );
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virtual stateResult_t Head_AttackDone( stateParms_t* parms );
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virtual stateResult_t Torso_Work( stateParms_t* parms );
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virtual stateResult_t Torso_DeathScene( stateParms_t* parms );
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virtual stateResult_t Torso_Death( stateParms_t* parms );
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virtual stateResult_t Torso_Idle( stateParms_t* parms );
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virtual stateResult_t Torso_Pain( stateParms_t* parms );
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virtual stateResult_t Legs_Death( stateParms_t* parms );
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virtual stateResult_t Legs_Idle( stateParms_t* parms );
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virtual stateResult_t Legs_Walk( stateParms_t* parms );
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virtual stateResult_t Legs_TurnLeft( stateParms_t* parms );
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virtual stateResult_t Legs_TurnRight( stateParms_t* parms );
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virtual stateResult_t Legs_Cower( stateParms_t* parms );
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virtual stateResult_t light_fade1( stateParms_t* parms );
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virtual stateResult_t light_fade2( stateParms_t* parms );
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virtual stateResult_t doEvent( stateParms_t* parms );
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virtual stateResult_t sayStuff( stateParms_t* parms );
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virtual stateResult_t hurry_up( stateParms_t* parms );
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virtual stateResult_t updatePlayerPositionThread( stateParms_t* parms );
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virtual stateResult_t checkBlocked( stateParms_t* parms );
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virtual stateResult_t state_Killed( stateParms_t* parms );
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virtual stateResult_t state_DeathScene( stateParms_t* parms );
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virtual stateResult_t state_WorkingOnStuff( stateParms_t* parms );
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virtual stateResult_t state_NoticePlayer( stateParms_t* parms );
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virtual stateResult_t state_Wait( stateParms_t* parms );
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virtual stateResult_t state_GetCloser( stateParms_t* parms );
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virtual stateResult_t state_CantReachPlayer( stateParms_t* parms );
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virtual stateResult_t state_Spooked( stateParms_t* parms );
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virtual stateResult_t state_Lead( stateParms_t* parms );
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virtual stateResult_t state_FindPlayer( stateParms_t* parms );
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virtual stateResult_t state_Cower( stateParms_t* parms );
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virtual void faceTowardsEntity( idEntity* target, float duration );
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virtual void light_fade_out( float fadeTime );
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virtual void light_fade_in( float fadeTime );
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virtual void light_fade( float stay_off );
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virtual float checkDestinationDistance( );
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};
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