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// AI_monster_zombie_commando_tentacle.h
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// Native state-machine replacement for ai_monster_zombie_commando_tentacle.script.
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#pragma once
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#ifndef ZCT_RUNDISTANCE
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#define ZCT_RUNDISTANCE 128
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#define ZCT_WALKTURN 65
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#define ZCT_ATTACK_RATE 5
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#define ZCT_TENTACLE_RANGE_MAX 200
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#define ZCT_NOFOVTIME 4
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#define ATTACK_TENTACLE ATTACK_SPECIAL1
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#endif
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class rvmMonsterZombieCommandoTentacle : public rvmMonsterBase {
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public:
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CLASS_PROTOTYPE( rvmMonsterZombieCommandoTentacle );
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rvmMonsterZombieCommandoTentacle();
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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 nextAttack;
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float nextNoFOVAttack;
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bool tentacleDamage;
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float painNextTime;
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virtual stateResult_t Torso_Idle( stateParms_t* parms ) override;
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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_TentacleAttack( stateParms_t* parms );
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virtual stateResult_t Legs_Idle( stateParms_t* parms ) override;
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virtual stateResult_t Legs_Walk( stateParms_t* parms );
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virtual stateResult_t Legs_Run( stateParms_t* parms );
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virtual stateResult_t state_Begin( stateParms_t* parms ) override;
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virtual stateResult_t state_Idle( stateParms_t* parms );
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virtual stateResult_t combat_tentacle( stateParms_t* parms );
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virtual stateResult_t combat_melee( 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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virtual void tentacle_attack_start();
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virtual void tentacle_attack_end();
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};
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