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// AI_monster_boss_vagary.h
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// Native state-machine replacement for ai_monster_boss_vagary.script.
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#pragma once
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#ifndef VAGARY_ATTACK_RATE
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#define VAGARY_ATTACK_RATE 1.5f
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#endif
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#ifndef VAGARY_DODGE_RATE
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#define VAGARY_DODGE_RATE 4
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#endif
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#ifndef VAGARY_PAIN_DELAY
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#define VAGARY_PAIN_DELAY 0.25f
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#endif
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#ifndef VAGARY_TURRET_TO_IDLE
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#define VAGARY_TURRET_TO_IDLE 4
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#endif
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#ifndef VAGARY_THROW_SPEED
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#define VAGARY_THROW_SPEED 1200
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#endif
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#ifndef VAGARY_THROW_SPEED2
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#define VAGARY_THROW_SPEED2 1500
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#endif
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#ifndef VAGARY_THROW_DIST
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#define VAGARY_THROW_DIST 200
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#endif
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#ifndef VAGARY_THROW_OFFSET
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#define VAGARY_THROW_OFFSET 64
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#endif
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#ifndef VAGARY_NOFOVTIME
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#define VAGARY_NOFOVTIME 4
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#endif
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#ifndef VAGARY_PAIN_TO_IDLE
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#define VAGARY_PAIN_TO_IDLE 2
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#endif
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#ifndef VAGARY_PAIN_TO_PAIN
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#define VAGARY_PAIN_TO_PAIN 0
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#endif
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#ifndef VAGARY_MELEE_TO_IDLE
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#define VAGARY_MELEE_TO_IDLE 4
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#endif
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#ifndef VAGARY_RANGE_TO_IDLE
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#define VAGARY_RANGE_TO_IDLE 4
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#endif
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#ifndef VAGARY_DODGE_LEFT_TO_IDLE
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#define VAGARY_DODGE_LEFT_TO_IDLE 4
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#endif
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#ifndef VAGARY_DODGE_RIGHT_TO_IDLE
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#define VAGARY_DODGE_RIGHT_TO_IDLE 4
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#endif
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#ifndef VAGARY_IDLE_TO_PAIN
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#define VAGARY_IDLE_TO_PAIN 0
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#endif
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#ifndef VAGARY_IDLE_TO_WALK
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#define VAGARY_IDLE_TO_WALK 4
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#endif
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#ifndef VAGARY_WALK_TO_IDLE
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#define VAGARY_WALK_TO_IDLE 4
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#endif
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#ifndef VAGARY_WALK_TO_RANGEATTACK
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#define VAGARY_WALK_TO_RANGEATTACK 4
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#endif
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#ifndef VAGARY_WALK_TO_MELEE
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#define VAGARY_WALK_TO_MELEE 4
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#endif
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#ifndef VAGARY_WALK_TO_DODGE_LEFT
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#define VAGARY_WALK_TO_DODGE_LEFT 4
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#endif
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#ifndef VAGARY_WALK_TO_DODGE_RIGHT
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#define VAGARY_WALK_TO_DODGE_RIGHT 4
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#endif
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class rvmMonsterBossVagary : public rvmMonsterBase {
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public:
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CLASS_PROTOTYPE( rvmMonsterBossVagary );
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rvmMonsterBossVagary();
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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 nextDodge;
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float nextAttack;
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float nextNoFOVAttack;
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float painNextTime;
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idEntityPtr<idEntity> combat_node;
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idEntityPtr<idEntity> throwEntity;
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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 Torso_MeleeAttack( stateParms_t* parms );
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virtual stateResult_t Torso_RangeAttack( stateParms_t* parms );
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virtual stateResult_t Torso_TurretAttack( 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_DodgeLeft( stateParms_t* parms );
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virtual stateResult_t Legs_DodgeRight( stateParms_t* parms );
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virtual stateResult_t state_Begin( stateParms_t* parms );
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virtual stateResult_t state_Idle( stateParms_t* parms );
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virtual stateResult_t throw_object( stateParms_t* parms );
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virtual stateResult_t combat_range( stateParms_t* parms );
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virtual stateResult_t combat_melee( stateParms_t* parms );
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virtual stateResult_t combat_dodge_left( stateParms_t* parms );
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virtual stateResult_t combat_dodge_right( stateParms_t* parms );
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virtual int check_attacks() override;
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virtual bool do_attack( int attack_flags ) override;
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};
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