Files
DoomRTX/neo/doom3/game/ai/AI_character_prone.h
T
2026-05-23 14:30:21 -07:00

29 lines
1.2 KiB
C++

// 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 );
};