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// AI_monster_boss_guardian_seeker.h
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// Native state-machine replacement for ai_monster_boss_guardian_seeker.script.
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#pragma once
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#ifndef SEEKER_TOOCLOSE_RANGE
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#define SEEKER_TOOCLOSE_RANGE 200
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#endif
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#ifndef SEEKER_TOOFAR_RANGE
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#define SEEKER_TOOFAR_RANGE 650
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#endif
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#ifndef SEEKER_IDEAL_RANGE
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#define SEEKER_IDEAL_RANGE 430
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#endif
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#ifndef SEEKER_MAXIMUM_RETREAT_RANGE
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#define SEEKER_MAXIMUM_RETREAT_RANGE ( SEEKER_TOOFAR_RANGE + 200 )
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#endif
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#ifndef SEEKER_RUNTIME
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#define SEEKER_RUNTIME 2
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#endif
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#ifndef SEEKER_GETCLOSER_DELAY
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#define SEEKER_GETCLOSER_DELAY 3
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#endif
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#ifndef SEEKER_GETCLOSER_TIME
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#define SEEKER_GETCLOSER_TIME 1
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#endif
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#ifndef SEEKER_SIGHTTIME
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#define SEEKER_SIGHTTIME 2
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#endif
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#ifndef SEEKER_ESCAPE_SPEED
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#define SEEKER_ESCAPE_SPEED 800
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#endif
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class rvmMonsterBossGuardianSeeker : public rvmSeekerBase {
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public:
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CLASS_PROTOTYPE( rvmMonsterBossGuardianSeeker );
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rvmMonsterBossGuardianSeeker();
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virtual void Init( idAI* aiOwner ) 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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float painNextTime;
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float nextEnemyCheck;
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float getCloserEndTime;
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float retreatEndTime;
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idEntityPtr<idEntity> guardian;
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virtual stateResult_t Torso_Idle( stateParms_t* parms );
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virtual stateResult_t Torso_Fly( stateParms_t* parms );
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virtual stateResult_t Torso_Pain( stateParms_t* parms );
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virtual stateResult_t Torso_MeleeAttack( stateParms_t* parms );
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virtual stateResult_t Torso_Death( stateParms_t* parms );
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virtual stateResult_t see_enemy( stateParms_t* parms );
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virtual stateResult_t lost_enemy( stateParms_t* parms );
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virtual stateResult_t respawnSeeker( stateParms_t* parms );
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virtual stateResult_t state_Respawn( stateParms_t* parms );
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virtual stateResult_t state_Inactive( stateParms_t* parms );
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virtual stateResult_t state_Idle( stateParms_t* parms );
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virtual stateResult_t state_Killed( stateParms_t* parms );
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virtual stateResult_t state_WatchPlayer( stateParms_t* parms );
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virtual stateResult_t state_GetCloser( stateParms_t* parms );
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virtual stateResult_t state_FindPlayer( stateParms_t* parms );
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virtual stateResult_t state_Retreat( stateParms_t* parms );
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virtual stateResult_t state_RunAway( stateParms_t* parms );
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};
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