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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_McCoy : public AIScriptBase {
int dword_45A0D0_animation_state;
int dword_45A0D4_animation_frame;
int dword_45A0D8;
int dword_45A0DC;
int dword_45A0E0;
int dword_45A0E4;
float off_45A0EC;
int dword_45A0E8;
int dword_45A0F0;
int dword_45A0F4;
int dword_45A0F8;
int dword_45A0FC;
int dword_462718;
int dword_46271C;
float off_45A100;
float flt_462710;
float flt_462714;
public:
AIScript_McCoy(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();
void OtherAgentExitedThisScene();
void OtherAgentEnteredCombatMode();
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 *a2, int *a3, int *a4);
void SetAnimationState(int animationState, int a2, int a3, int a4);
bool ReachedMovementTrackWaypoint(int a1);
void FledCombat();
private:
void sub_4053E0();
void sub_4054F0();
void sub_405660();
void sub_405800();
void sub_4058B0();
void sub_405920();
void sub_405940(float a1);
void sub_4059D0(float a1);
};
} // End of namespace BladeRunner
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