// AI_character_prone.h // Native state-machine replacement for ai_character_prone.script. #pragma once class rvmAICharacterProne : public rvmAIObject { public: CLASS_PROTOTYPE( rvmAICharacterProne ); virtual void Init( idAI* aiOwner ) override; virtual void Destroy() override; virtual stateResult_t RunStateByName( const char* stateName, stateParms_t* parms ) override; protected: virtual stateResult_t Torso_Dead( stateParms_t* parms ); virtual stateResult_t Torso_PlayDead( stateParms_t* parms ); virtual stateResult_t Torso_Idle( stateParms_t* parms ); virtual stateResult_t Torso_TalkPrimary( stateParms_t* parms ); virtual stateResult_t Torso_TalkTrigger( stateParms_t* parms ); virtual stateResult_t Torso_TalkSecondary( stateParms_t* parms ); virtual stateResult_t Torso_Pain( stateParms_t* parms ); virtual stateResult_t state_Idle( stateParms_t* parms ); virtual stateResult_t state_Pain( stateParms_t* parms ); virtual stateResult_t state_Dead( stateParms_t* parms ); virtual stateResult_t state_Killed( stateParms_t* parms ); virtual stateResult_t idle_talk( stateParms_t* parms ); };