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https://github.com/AxioDL/metaforce.git
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RuntimeCommon: Use override where applicable
Continues the override modernization by applying it to the main RuntimeCommon target. Resolves around 1100+ cases where override can be used.
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@@ -24,9 +24,9 @@ class CPirateRagDoll : public CRagDoll {
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public:
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CPirateRagDoll(CStateManager& mgr, CSpacePirate* sp, u16 thudSfx, u32 flags);
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void PreRender(const zeus::CVector3f& v, CModelData& mData);
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void Update(CStateManager& mgr, float dt, float waterTop);
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void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData);
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void PreRender(const zeus::CVector3f& v, CModelData& mData) override;
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void Update(CStateManager& mgr, float dt, float waterTop) override;
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void Prime(CStateManager& mgr, const zeus::CTransform& xf, CModelData& mData) override;
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zeus::CVector3f& TorsoImpulse() { return x84_torsoImpulse; }
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};
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@@ -249,96 +249,97 @@ public:
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CSpacePirate(TUniqueId, std::string_view, const CEntityInfo&, const zeus::CTransform&, CModelData&&,
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const CActorParameters&, const CPatternedInfo&, CInputStream&, u32);
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void Accept(IVisitor& visitor);
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void Think(float dt, CStateManager& mgr);
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr);
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void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum);
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void Render(const CStateManager& mgr) const;
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void Accept(IVisitor& visitor) override;
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void Think(float dt, CStateManager& mgr) override;
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void AcceptScriptMsg(EScriptObjectMessage msg, TUniqueId sender, CStateManager& mgr) override;
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void PreRender(CStateManager& mgr, const zeus::CFrustum& frustum) override;
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void Render(const CStateManager& mgr) const override;
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void CalculateRenderBounds();
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void Touch(CActor& other, CStateManager& mgr);
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zeus::CAABox GetSortingBounds(const CStateManager& mgr) const;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt);
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state);
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void CalculateRenderBounds() override;
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void Touch(CActor& other, CStateManager& mgr) override;
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zeus::CAABox GetSortingBounds(const CStateManager& mgr) const override;
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void DoUserAnimEvent(CStateManager& mgr, const CInt32POINode& node, EUserEventType type, float dt) override;
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void Death(CStateManager& mgr, const zeus::CVector3f& direction, EScriptObjectState state) override;
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void KnockBack(const zeus::CVector3f&, CStateManager&, const CDamageInfo& info, EKnockBackType type, bool inDeferred,
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float magnitude);
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bool IsListening() const;
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bool Listen(const zeus::CVector3f&, EListenNoiseType);
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zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role, const zeus::CVector3f& aimPos) const;
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float magnitude) override;
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bool IsListening() const override;
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bool Listen(const zeus::CVector3f&, EListenNoiseType) override;
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zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role,
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const zeus::CVector3f& aimPos) const override;
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void DetachActorFromPirate() { x7b4_attachedActor = kInvalidUniqueId; }
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bool AttachActorToPirate(TUniqueId id);
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void SetAttackTarget(TUniqueId id);
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void Patrol(CStateManager&, EStateMsg, float);
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void Dead(CStateManager&, EStateMsg, float);
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void PathFind(CStateManager& mgr, EStateMsg msg, float dt);
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void TargetPatrol(CStateManager&, EStateMsg, float);
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void TargetCover(CStateManager&, EStateMsg, float);
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void Halt(CStateManager&, EStateMsg, float);
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void Run(CStateManager&, EStateMsg, float);
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void Generate(CStateManager&, EStateMsg, float);
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void Deactivate(CStateManager&, EStateMsg, float);
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void Attack(CStateManager&, EStateMsg, float);
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void JumpBack(CStateManager&, EStateMsg, float);
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void DoubleSnap(CStateManager&, EStateMsg, float);
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void Shuffle(CStateManager&, EStateMsg, float);
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void TurnAround(CStateManager&, EStateMsg, float);
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void Skid(CStateManager&, EStateMsg, float);
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void CoverAttack(CStateManager&, EStateMsg, float);
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void Crouch(CStateManager&, EStateMsg, float);
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void GetUp(CStateManager&, EStateMsg, float);
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void Taunt(CStateManager&, EStateMsg, float);
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void Flee(CStateManager&, EStateMsg, float);
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void Lurk(CStateManager&, EStateMsg, float);
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void Jump(CStateManager&, EStateMsg, float);
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void Dodge(CStateManager&, EStateMsg, float);
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void Cover(CStateManager&, EStateMsg, float);
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void Approach(CStateManager&, EStateMsg, float);
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void WallHang(CStateManager&, EStateMsg, float);
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void WallDetach(CStateManager&, EStateMsg, float);
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void Enraged(CStateManager&, EStateMsg, float);
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void SpecialAttack(CStateManager&, EStateMsg, float);
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void Bounce(CStateManager&, EStateMsg, float);
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void PathFindEx(CStateManager&, EStateMsg, float);
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void Patrol(CStateManager&, EStateMsg, float) override;
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void Dead(CStateManager&, EStateMsg, float) override;
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void PathFind(CStateManager& mgr, EStateMsg msg, float dt) override;
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void TargetPatrol(CStateManager&, EStateMsg, float) override;
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void TargetCover(CStateManager&, EStateMsg, float) override;
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void Halt(CStateManager&, EStateMsg, float) override;
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void Run(CStateManager&, EStateMsg, float) override;
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void Generate(CStateManager&, EStateMsg, float) override;
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void Deactivate(CStateManager&, EStateMsg, float) override;
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void Attack(CStateManager&, EStateMsg, float) override;
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void JumpBack(CStateManager&, EStateMsg, float) override;
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void DoubleSnap(CStateManager&, EStateMsg, float) override;
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void Shuffle(CStateManager&, EStateMsg, float) override;
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void TurnAround(CStateManager&, EStateMsg, float) override;
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void Skid(CStateManager&, EStateMsg, float) override;
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void CoverAttack(CStateManager&, EStateMsg, float) override;
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void Crouch(CStateManager&, EStateMsg, float) override;
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void GetUp(CStateManager&, EStateMsg, float) override;
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void Taunt(CStateManager&, EStateMsg, float) override;
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void Flee(CStateManager&, EStateMsg, float) override;
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void Lurk(CStateManager&, EStateMsg, float) override;
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void Jump(CStateManager&, EStateMsg, float) override;
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void Dodge(CStateManager&, EStateMsg, float) override;
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void Cover(CStateManager&, EStateMsg, float) override;
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void Approach(CStateManager&, EStateMsg, float) override;
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void WallHang(CStateManager&, EStateMsg, float) override;
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void WallDetach(CStateManager&, EStateMsg, float) override;
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void Enraged(CStateManager&, EStateMsg, float) override;
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void SpecialAttack(CStateManager&, EStateMsg, float) override;
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void Bounce(CStateManager&, EStateMsg, float) override;
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void PathFindEx(CStateManager&, EStateMsg, float) override;
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bool Leash(CStateManager&, float);
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bool OffLine(CStateManager&, float);
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bool Attacked(CStateManager&, float);
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bool InRange(CStateManager&, float);
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bool SpotPlayer(CStateManager&, float);
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bool PatternOver(CStateManager&, float);
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bool PatternShagged(CStateManager&, float);
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bool AnimOver(CStateManager&, float);
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bool ShouldAttack(CStateManager&, float);
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bool ShouldJumpBack(CStateManager& mgr, float arg);
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bool Stuck(CStateManager&, float);
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bool Landed(CStateManager&, float);
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bool HearShot(CStateManager&, float);
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bool HearPlayer(CStateManager&, float);
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bool CoverCheck(CStateManager&, float);
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bool CoverFind(CStateManager&, float);
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bool CoverBlown(CStateManager&, float);
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bool CoverNearlyBlown(CStateManager&, float);
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bool CoveringFire(CStateManager&, float);
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bool LineOfSight(CStateManager&, float);
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bool AggressionCheck(CStateManager&, float);
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bool ShouldDodge(CStateManager&, float);
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bool ShouldRetreat(CStateManager&, float);
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bool ShouldCrouch(CStateManager&, float);
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bool ShouldMove(CStateManager&, float);
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bool ShotAt(CStateManager&, float);
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bool HasTargetingPoint(CStateManager&, float);
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bool ShouldWallHang(CStateManager&, float);
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bool StartAttack(CStateManager&, float);
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bool BreakAttack(CStateManager&, float);
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bool ShouldStrafe(CStateManager& mgr, float arg);
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bool ShouldSpecialAttack(CStateManager&, float);
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bool LostInterest(CStateManager&, float);
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bool BounceFind(CStateManager& mgr, float arg);
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bool Leash(CStateManager&, float) override;
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bool OffLine(CStateManager&, float) override;
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bool Attacked(CStateManager&, float) override;
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bool InRange(CStateManager&, float) override;
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bool SpotPlayer(CStateManager&, float) override;
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bool PatternOver(CStateManager&, float) override;
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bool PatternShagged(CStateManager&, float) override;
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bool AnimOver(CStateManager&, float) override;
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bool ShouldAttack(CStateManager&, float) override;
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bool ShouldJumpBack(CStateManager& mgr, float arg) override;
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bool Stuck(CStateManager&, float) override;
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bool Landed(CStateManager&, float) override;
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bool HearShot(CStateManager&, float) override;
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bool HearPlayer(CStateManager&, float) override;
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bool CoverCheck(CStateManager&, float) override;
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bool CoverFind(CStateManager&, float) override;
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bool CoverBlown(CStateManager&, float) override;
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bool CoverNearlyBlown(CStateManager&, float) override;
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bool CoveringFire(CStateManager&, float) override;
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bool LineOfSight(CStateManager&, float) override;
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bool AggressionCheck(CStateManager&, float) override;
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bool ShouldDodge(CStateManager&, float) override;
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bool ShouldRetreat(CStateManager&, float) override;
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bool ShouldCrouch(CStateManager&, float) override;
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bool ShouldMove(CStateManager&, float) override;
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bool ShotAt(CStateManager&, float) override;
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bool HasTargetingPoint(CStateManager&, float) override;
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bool ShouldWallHang(CStateManager&, float) override;
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bool StartAttack(CStateManager&, float) override;
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bool BreakAttack(CStateManager&, float) override;
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bool ShouldStrafe(CStateManager& mgr, float arg) override;
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bool ShouldSpecialAttack(CStateManager&, float) override;
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bool LostInterest(CStateManager&, float) override;
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bool BounceFind(CStateManager& mgr, float arg) override;
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CPathFindSearch* GetSearchPath();
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u8 GetModelAlphau8(const CStateManager& mgr) const;
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float GetGravityConstant() const;
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CProjectileInfo* GetProjectileInfo();
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CPathFindSearch* GetSearchPath() override;
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u8 GetModelAlphau8(const CStateManager& mgr) const override;
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float GetGravityConstant() const override;
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CProjectileInfo* GetProjectileInfo() override;
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};
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} // namespace urde::MP1
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