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#ifndef GAME_MWMECHANICS_AIFALLOW_H
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#define GAME_MWMECHANICS_AIFALLOW_H
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#include "aipackage.hpp"
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#include <string>
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#include "pathfinding.hpp"
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#include "../../../components/esm/defs.hpp"
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namespace MWMechanics
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{
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class AiFollow : public AiPackage
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{
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public:
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AiFollow(const std::string &ActorId,float duration, float X, float Y, float Z);
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AiFollow(const std::string &ActorId,const std::string &CellId,float duration, float X, float Y, float Z);
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AiFollow(const std::string &ActorId);
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virtual AiFollow *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor,float duration);
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///< \return Package completed?
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virtual int getTypeId() const;
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std::string getFollowedActor();
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private:
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bool mAlwaysFollow; //this will make the actor always follow, thus ignoring mDuration and mX,mY,mZ (used for summoned creatures).
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float mDuration;
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float mX;
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float mY;
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float mZ;
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std::string mActorId;
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std::string mCellId;
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float mTimer;
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float mStuckTimer;
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float mTotalTime;
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ESM::Position mStuckPos;
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PathFinder mPathFinder;
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};
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}
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#endif
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