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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#include "bladerunner/script/script.h"
+
+#include "bladerunner/bladerunner.h"
+
+namespace BladeRunner {
+
+class AIScript_Runciter : public AIScriptBase {
+ int var_45CD70_animation_state;
+ int var_45CD74_animation_frame;
+ int var_462800;
+ int var_462804;
+ int var_45CD78;
+ int var_45CD7C;
+ int var_45CD80;
+ int var_45CD84;
+ int var_45CD88;
+public:
+ AIScript_Runciter(BladeRunnerEngine *vm);
+
+ void Initialize();
+ bool Update();
+ void TimerExpired(int timer);
+ void CompletedMovementTrack();
+ void ReceivedClue(int clueId, int fromActorId);
+ void ClickedByPlayer();
+ void EnteredScene(int sceneId);
+ void OtherAgentEnteredThisScene(int otherActorId);
+ void OtherAgentExitedThisScene(int otherActorId);
+ void OtherAgentEnteredCombatMode(int otherActorId, int combatMode);
+ void ShotAtAndMissed();
+ void ShotAtAndHit();
+ void Retired(int byActorId);
+ int GetFriendlinessModifierIfGetsClue(int otherActorId, int clueId);
+ bool GoalChanged(int currentGoalNumber, int newGoalNumber);
+ bool UpdateAnimation(int *animation, int *frame);
+ bool ChangeAnimationMode(int mode);
+ void QueryAnimationState(int *animationState, int *animationFrame, int *a3, int *a4);
+ void SetAnimationState(int animationState, int animationFrame, int a3, int a4);
+ bool ReachedMovementTrackWaypoint(int a1);
+ void FledCombat();
+};
+
+} // End of namespace BladeRunner