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46 lines
1.3 KiB
C++
46 lines
1.3 KiB
C++
#ifndef GAME_MWMECHANICS_AIPURSUE_H
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#define GAME_MWMECHANICS_AIPURSUE_H
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#include "aipackage.hpp"
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#include "../mwbase/world.hpp"
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#include "pathfinding.hpp"
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namespace ESM
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{
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namespace AiSequence
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{
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struct AiPursue;
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}
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}
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namespace MWMechanics
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{
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/// \brief Makes the actor very closely follow the actor
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/** Used for arresting players. Causes the actor to run to the pursued actor and activate them, to arrest them.
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Note that while very similar to AiActivate, it will ONLY activate when evry close to target (Not also when the
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path is completed). **/
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class AiPursue : public AiPackage
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{
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public:
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///Constructor
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/** \param actor Actor to pursue **/
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AiPursue(const MWWorld::Ptr& actor);
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AiPursue(const ESM::AiSequence::AiPursue* pursue);
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virtual AiPursue *clone() const;
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virtual bool execute (const MWWorld::Ptr& actor, CharacterController& characterController, AiState& state, float duration);
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virtual int getTypeId() const;
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MWWorld::Ptr getTarget() const;
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virtual void writeState (ESM::AiSequence::AiSequence& sequence) const;
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virtual bool canCancel() const { return false; }
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virtual bool shouldCancelPreviousAi() const { return false; }
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};
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}
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#endif
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