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37 lines
1.6 KiB
C++
37 lines
1.6 KiB
C++
// AI_follower.h
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// Native state-machine replacement for ai_follower(1).script.
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#pragma once
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class rvmFollower : public rvmAIObject {
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public:
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CLASS_PROTOTYPE( rvmFollower );
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virtual void Init( idAI* aiOwner ) override;
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virtual void Destroy() 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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virtual stateResult_t Torso_CustomCycle( stateParms_t* parms );
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virtual stateResult_t Torso_CustomAnim( stateParms_t* parms );
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virtual stateResult_t Torso_Death( stateParms_t* parms );
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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 Legs_Death( 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_Run( stateParms_t* parms );
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virtual stateResult_t Legs_TurnLeft( stateParms_t* parms );
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virtual stateResult_t Legs_TurnRight( 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_Follow( stateParms_t* parms );
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virtual stateResult_t getCloser( stateParms_t* parms );
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virtual float should_turn_left( );
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virtual float should_turn_right( );
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virtual void playCustomCycle( const char* animname, float blendTime );
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virtual void playCustomAnim( const char* animname, float blendIn, float blendOut );
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};
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