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Work on CSpacePirate
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@@ -17,14 +17,16 @@ namespace urde
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enum class EListenNoiseType
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{
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Character,
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Bomb,
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Projectile
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PlayerFire,
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BombExplode,
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ProjectileExplode
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};
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class CAiFuncMap;
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class CStateManager;
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class CScriptWater;
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class CTeamAiRole;
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class CAi : public CPhysicsActor
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{
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static CAiFuncMap* m_FuncMap;
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@@ -52,12 +54,13 @@ public:
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virtual void TakeDamage(const zeus::CVector3f& direction, float magnitude) {}
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virtual bool CanBeShot(const CStateManager&, int) { return true; }
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virtual bool IsListening() const { return false; }
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virtual int Listen(const zeus::CVector3f&, EListenNoiseType) { return 0; }
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virtual bool Listen(const zeus::CVector3f&, EListenNoiseType) { return 0; }
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virtual EWeaponCollisionResponseTypes GetCollisionResponseType(const zeus::CVector3f&, const zeus::CVector3f&,
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const CWeaponMode&, EProjectileAttrib) const;
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void FluidFXThink(EFluidState, CScriptWater&, CStateManager&);
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virtual zeus::CVector3f GetOrigin() const { return x34_transform.origin; }
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virtual zeus::CVector3f GetOrigin(const CStateManager& mgr, const CTeamAiRole& role) const
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{ return x34_transform.origin; }
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virtual void Patrol(CStateManager&, EStateMsg, float) {}
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virtual void FollowPattern(CStateManager&, EStateMsg, float) {}
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virtual void Dead(CStateManager&, EStateMsg, float) {}
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@@ -116,7 +119,7 @@ public:
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virtual bool InAttackPosition(CStateManager&, float) { return false; }
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virtual bool Leash(CStateManager&, float) { return false; }
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virtual bool OffLine(CStateManager&,float) { return false; }
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virtual bool OffLine(CStateManager&, float) { return false; }
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virtual bool Attacked(CStateManager&, float) { return false; }
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virtual bool PathShagged(CStateManager&, float) { return false; }
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virtual bool PathOver(CStateManager&, float) { return false; }
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@@ -146,20 +149,20 @@ public:
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virtual bool Stuck(CStateManager&, float) { return false; }
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virtual bool NoPathNodes(CStateManager&, float) { return false; }
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virtual bool Landed(CStateManager&, float) { return false; }
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virtual bool HearShot(CStateManager&,float) { return false; }
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virtual bool HearPlayer(CStateManager&,float) { return false; }
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virtual bool HearShot(CStateManager&, float) { return false; }
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virtual bool HearPlayer(CStateManager&, float) { return false; }
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virtual bool CoverCheck(CStateManager&, float) { return false; }
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virtual bool CoverFind(CStateManager&, float) { return false; }
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virtual bool CoverBlown(CStateManager&, float) { return false; }
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virtual bool CoverNearlyBlown(CStateManager&, float) { return false; }
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virtual bool CoveringFire(CStateManager&, float) { return false; }
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virtual bool GotUp(CStateManager&, float) { return false; }
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virtual bool LineOfSight(CStateManager&,float) { return false; }
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virtual bool LineOfSight(CStateManager&, float) { return false; }
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virtual bool AggressionCheck(CStateManager&, float) { return false; }
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virtual bool AttackOver(CStateManager&, float) { return false; }
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virtual bool ShouldTaunt(CStateManager&,float) { return false; }
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virtual bool Inside(CStateManager&,float) { return false; }
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virtual bool ShouldFire(CStateManager&,float) { return false; }
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virtual bool Inside(CStateManager&, float) { return false; }
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virtual bool ShouldFire(CStateManager&, float) { return false; }
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virtual bool ShouldFlinch(CStateManager&, float) { return false; }
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virtual bool PatrolPathOver(CStateManager&, float) { return false; }
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virtual bool ShouldDodge(CStateManager&, float) { return false; }
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