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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef AI_BASEHUMANOID_H
#define AI_BASEHUMANOID_H
#include "ai_behavior.h"
#include "ai_blended_movement.h"
//-----------------------------------------------------------------------------
// CLASS: CAI_BaseHumanoid
//-----------------------------------------------------------------------------
typedef CAI_BlendingHost< CAI_BehaviorHost<CAI_BaseNPC> > CAI_BaseHumanoidBase;
class CAI_BaseHumanoid : public CAI_BaseHumanoidBase
{
DECLARE_CLASS( CAI_BaseHumanoid, CAI_BaseHumanoidBase );
public:
bool HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt);
// Tasks
virtual void StartTask( const Task_t *pTask );
virtual void RunTask( const Task_t *pTask );
virtual void BuildScheduleTestBits( );
// Navigation
bool OnMoveBlocked( AIMoveResult_t *pResult );
// Damage
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
// Various start tasks
virtual void StartTaskRangeAttack1( const Task_t *pTask );
// Various run tasks
virtual void RunTaskRangeAttack1( const Task_t *pTask );
// Purpose: check ammo
virtual void CheckAmmo( void );
};
//-----------------------------------------------------------------------------
#endif
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