text: //========= Copyright Valve Corporation, All rights reserved. ============//
  //
  // Purpose: Giant walking strider thing!
  //
  // $NoKeywords: $
  //=============================================================================//
  
  #include "cbase.h"
  
  #include "npc_strider.h"
  
  #include "ai_senses.h"
  #include "ai_task.h"
  #include "ai_default.h"
  #include "ai_schedule.h"
  #include "ai_hull.h"
  #include "ai_basenpc.h"
  #include "ai_pathfinder.h"
  #include "ai_waypoint.h"
  #include "ai_link.h"
  #include "ai_hint.h"
  #include "ai_tacticalservices.h"
  #include "ai_behavior_follow.h"
  #include "simtimer.h"
  #include "trains.h"
  #include "npcevent.h"
  #include "te_particlesystem.h"
  #include "shake.h"
  #include "soundent.h"
  #include "IEffects.h"
  #include "engine/IEngineSound.h"
  #include "bone_setup.h"
  #include "vcollide_parse.h"
  #include "studio.h"
  #include "physics_bone_follower.h"
  #include "ai_navigator.h"
  #include "ai_route.h"
  #include "ammodef.h"
  #include "npc_bullseye.h"
  #include "rope.h"
  #include "ai_memory.h"
  #include "player_pickup.h"
  #include "collisionutils.h"
  #include "in_buttons.h"
  #include "steamjet.h"
  #include "physics_prop_ragdoll.h"
  #include "vehicle_base.h"
  #include "coordsize.h"
  #include "hl2_shareddefs.h"
  #include "te_effect_dispatch.h"
  #include "beam_flags.h"
  #include "prop_combine_ball.h"
  #include "explode.h"
  #include "filters.h"
  #include "saverestore_utlvector.h"
  #include "eventqueue.h"
  
  // memdbgon must be the last include file in a .cpp file!!!
  #include "tier0/memdbgon.h"
  
  int g_interactionPlayerLaunchedRPG = 0;
  
  // Changing this classname avoids bugs where ai_relationship entities that change the
  // strider's relationship with bullseyes would affect its relationship with the focus
  LINK_ENTITY_TO_CLASS( bullseye_strider_focus, CNPC_Bullseye );
  
  
  //-----------------------------------------------------------------------------
  
  ConVar strider_immolate( "strider_immolate", "0" );
  ConVar sk_strider_health( "sk_strider_health", "350" );
  ConVar npc_strider_height_adj("npc_strider_height_adj", "0" );
  ConVar strider_eyepositions( "strider_eyepositions", "0" );
  ConVar strider_show_focus( "strider_show_focus", "0" );
  ConVar strider_distributed_fire( "strider_distributed_fire", "1" );
  ConVar strider_show_cannonlos( "strider_show_cannonlos", "0" );
  ConVar strider_show_weapon_los_z( "strider_show_weapon_los_z", "0" );
  ConVar strider_show_weapon_los_condition( "strider_show_weapon_los_condition", "0" );
  ConVar strider_idle_test( "strider_idle_test", "0" );
  ConVar strider_always_use_procedural_height( "strider_always_use_procedural_height", "0" );
  ConVar strider_test_height( "strider_test_height", "0" );
  ConVar strider_pct_height_no_crouch_move( "strider_pct_height_no_crouch_move", "90" );
  
  ConVar strider_peek_time( "strider_peek_time", "0.75" );
  ConVar strider_peek_time_after_damage( "strider_peek_time_after_damage", "4.0" );
  ConVar strider_peek_eye_dist( "strider_peek_eye_dist", "1.75" );
  ConVar strider_peek_eye_dist_z( "strider_peek_eye_dist_z", "4.0" );
  ConVar strider_free_pass_start_time( "strider_free_pass_start_time", "3" );
  ConVar strider_free_pass_cover_dist( "strider_free_pass_cover_dist", "120" );
  ConVar strider_free_pass_duration( "strider_free_pass_duration", "2" );
  ConVar strider_free_pass_refill_rate( "strider_free_pass_refill_rate", "0.5" );
  ConVar strider_free_pass_move_tolerance( "strider_free_pass_move_tolerance", "320" );
  ConVar strider_free_knowledge( "strider_free_knowledge", "0.5" );
  
  ConVar strider_free_pass_after_escorts_dead( "strider_free_pass_after_escorts_dead", "2.5" );
  ConVar strider_free_pass_tolerance_after_escorts_dead( "strider_free_pass_tolerance_after_escorts_dead", "600" );
  
  ConVar npc_strider_shake_ropes_radius( "npc_strider_shake_ropes_radius", "1200" );
  ConVar npc_strider_shake_ropes_magnitude( "npc_strider_shake_ropes_magnitude", "150" );
  
  ConVar strider_ar2_altfire_dmg( "strider_ar2_altfire_dmg", "25" );
  
  // Number of RPG hits it takes to kill a strider on each skill level.
  ConVar sk_strider_num_missiles1("sk_strider_num_missiles1", "5");
  ConVar sk_strider_num_missiles2("sk_strider_num_missiles2", "7");
  ConVar sk_strider_num_missiles3("sk_strider_num_missiles3", "7");
  
  ConVar strider_missile_suppress_dist( "strider_missile_suppress_dist", "240" );
  ConVar strider_missile_suppress_time( "strider_missile_suppress_time", "3" );
  
  
  //-----------------------------------------------------------------------------
  
  float GetCurrentGravity( void );
  
  extern void CreateConcussiveBlast( const Vector &origin, const Vector &surfaceNormal, CBaseEntity *pOwner, float magnitude );
  
  //-----------------------------------------------------------------------------
  
  enum bodygroups
  {
  	STRIDER_BODYGROUP_VENT = 1,
  };
  
  //-----------------------------------------------------------------------------
  
  #define STRIDER_DEFAULT_SHOOT_DURATION			2.5 // spend this much time stitching to each target.
  #define STRIDER_SHOOT_ON_TARGET_TIME			0.5 // How much of DEFAULT_SHOOT_DURATION is spent on-target (vs. stitching up to a target)
  #define STRIDER_SHOOT_VARIATION					1.0 // up to 1 second of variance
  #define STRIDER_SHOOT_DOWNTIME					1.0 // This much downtime between bursts
  #define STRIDER_SUBSEQUENT_TARGET_DURATION		1.5 // Spend this much time stitching to targets chosen by distributed fire.
  #define STRIDER_IGNORE_TARGET_DURATION			1.0
  #define STRIDER_IGNORE_PLAYER_DURATION			1.5
  #define STRIDER_DEFAULT_RATE_OF_FIRE			5	// Rounds per second
  
  #define STRIDER_EP1_RATE_OF_FIRE			10.0f
  #define STRIDER_EP1_SHOOT_ON_TARGET_TIME	 0.3f
  #define STRIDER_EP1_SHOOT_DURATION			 1.1f
  #define STRIDER_EP1_SHOOT_DOWNTIME			 1.0f
  #define STRIDER_EP1_SHOOT_VARIATION			 0.3f
  
  //Animation events
  #define STRIDER_AE_FOOTSTEP_LEFT		1
  #define STRIDER_AE_FOOTSTEP_RIGHT		2
  #define STRIDER_AE_FOOTSTEP_BACK		3
  #define STRIDER_AE_FOOTSTEP_LEFTM		4
  #define STRIDER_AE_FOOTSTEP_RIGHTM		5
  #define STRIDER_AE_FOOTSTEP_BACKM		6
  #define STRIDER_AE_FOOTSTEP_LEFTL		7
  #define STRIDER_AE_FOOTSTEP_RIGHTL		8
  #define STRIDER_AE_FOOTSTEP_BACKL		9
  #define STRIDER_AE_WHOOSH_LEFT			11
  #define STRIDER_AE_WHOOSH_RIGHT			12
  #define STRIDER_AE_WHOOSH_BACK			13
  #define STRIDER_AE_CREAK_LEFT			21
  #define STRIDER_AE_CREAK_RIGHT			22
  #define STRIDER_AE_CREAK_BACK			23
  #define STRIDER_AE_SHOOTCANNON			100
  #define STRIDER_AE_CANNONHIT			101
  #define STRIDER_AE_SHOOTMINIGUN			105
  #define STRIDER_AE_STOMPHITL			110
  #define STRIDER_AE_STOMPHITR			111
  #define STRIDER_AE_FLICKL				112
  #define STRIDER_AE_FLICKR				113
  #define STRIDER_AE_WINDUPCANNON			114
  
  #define STRIDER_AE_DIE					999
  
  // UNDONE: Share properly with the client code!!!
  #define STRIDER_MSG_BIG_SHOT			1
  #define STRIDER_MSG_STREAKS				2
  #define STRIDER_MSG_DEAD				3
  #define STOMP_IK_SLOT					11
  
  // can hit anything within this range
  #define STRIDER_STOMP_RANGE				260
  
  // Crouch down if trying to shoot an enemy that's this close
  #define STRIDER_CROUCH_RANGE			4000.0f
  
  // Stand up again if crouched and engaging an enemy at this distance
  #define STRIDER_STAND_RANGE				6000.0f
  
  #define STRIDER_NO_TRACK_NAME			"null"
  
  // Time after which if you haven't seen your enemy you stop facing him
  #define STRIDER_TIME_STOP_FACING_ENEMY 3.0 
  
  // Spawnflags
  enum
  {
  	SF_CAN_STOMP_PLAYER					= 0x10000,
  	SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS	= 0x20000
  };
  
  const float STRIDER_SPEED = 500;
  const float STRIDER_SPEED_CHANGE = .0067; // per think
  
  
  static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs );
  
  int s_iImpactEffectTexture = -1;
  
  //==================================================
  // Custom Activities
  //==================================================
  
  int	ACT_STRIDER_LOOKL;
  int	ACT_STRIDER_LOOKR;
  int ACT_STRIDER_DEPLOYRA1;
  int ACT_STRIDER_AIMRA1;
  int ACT_STRIDER_FINISHRA1;
  int ACT_STRIDER_DODGER;
  int ACT_STRIDER_DODGEL;
  int ACT_STRIDER_STOMPL;
  int ACT_STRIDER_STOMPR;
  int ACT_STRIDER_FLICKL;
  int ACT_STRIDER_FLICKR;
  int ACT_STRIDER_CARRIED;
  int ACT_STRIDER_DEPLOY;
  int	ACT_STRIDER_GESTURE_DEATH;
  
  // UNDONE: Split sleep into 3 activities (start, loop, end)
  int ACT_STRIDER_SLEEP;
  
  // These bones have physics shadows
  // It allows a one-way interaction between the strider and
  // the physics world
  static const char *pFollowerBoneNames[] =
  {
  	// Head
  	"Combine_Strider.Body_Bone",
  #ifdef HL2_EPISODIC
  	"Combine_Strider.Neck_Bone",
  	"Combine_Strider.Gun_Bone1",
  	"Combine_Strider.Gun_Bone2",
  #endif //HL2_EPISODIC
  
  	// lower legs
  	"Combine_Strider.Leg_Left_Bone1",
  	"Combine_Strider.Leg_Right_Bone1",
  	"Combine_Strider.Leg_Hind_Bone1",
  	
  	// upper legs
  	"Combine_Strider.Leg_Left_Bone",
  	"Combine_Strider.Leg_Right_Bone",
  	"Combine_Strider.Leg_Hind_Bone",
  };
  
  // NOTE: These indices must directly correlate with the above list!
  enum
  {
  	STRIDER_BODY_FOLLOWER_INDEX = 0,
  #ifdef HL2_EPISODIC
  	STRIDER_NECK_FOLLOWER_INDEX,
  	STRIDER_GUN1_FOLLOWER_INDEX,
  	STRIDER_GUN2_FOLLOWER_INDEX,
  #endif //HL2_EPISODIC
  	
  	STRIDER_LEFT_LEG_FOLLOWER_INDEX,
  	STRIDER_RIGHT_LEG_FOLLOWER_INDEX,
  	STRIDER_BACK_LEG_FOLLOWER_INDEX,
  
  	STRIDER_LEFT_UPPERLEG_FOLLOWER_INDEX,
  	STRIDER_RIGHT_UPPERLEG_FOLLOWER_INDEX,
  	STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX,
  };
  
  #define MINIGUN_MAX_YAW		90.0f
  #define MINIGUN_MIN_YAW		-90.0f
  #define MINIGUN_MAX_PITCH	45.0f
  #define MINIGUN_MIN_PITCH	-45.0f
  
  //-----------------------------------------------------------------------------
  //
  // CNPC_Strider
  //
  //-----------------------------------------------------------------------------
  
  IMPLEMENT_SERVERCLASS_ST(CNPC_Strider, DT_NPC_Strider)
  	SendPropVector(SENDINFO(m_vecHitPos), -1, SPROP_COORD),
  	SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 0 ), -1, SPROP_COORD ),
  	SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 1 ), -1, SPROP_COORD ),
  	SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 2 ), -1, SPROP_COORD ),
  	SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 3 ), -1, SPROP_COORD ),
  	SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 4 ), -1, SPROP_COORD ),
  	SendPropVector( SENDINFO_NETWORKARRAYELEM( m_vecIKTarget, 5 ), -1, SPROP_COORD ),
  END_SEND_TABLE()
  
  //-------------------------------------
  
  LINK_ENTITY_TO_CLASS( npc_strider, CNPC_Strider );
  
  //-------------------------------------
  
  BEGIN_DATADESC( CNPC_Strider )
  
  #ifdef HL2_EPISODIC
  	DEFINE_UTLVECTOR( m_hAttachedBusters,	FIELD_EHANDLE ),
  #endif // HL2_EPISODIC
  
  	DEFINE_EMBEDDED( m_EnemyUpdatedTimer ),
  	DEFINE_EMBEDDEDBYREF( m_pMinigun ),
  	DEFINE_FIELD( m_miniGunAmmo,			FIELD_INTEGER ),
  	DEFINE_FIELD( m_miniGunDirectAmmo,		FIELD_INTEGER ),
  	DEFINE_FIELD( m_nextStompTime,		FIELD_TIME ),
  	DEFINE_FIELD( m_nextShootTime,		FIELD_TIME ),
  	DEFINE_FIELD( m_ragdollTime,			FIELD_TIME ),
  	DEFINE_FIELD( m_miniGunShootDuration, FIELD_FLOAT ),
  	DEFINE_FIELD( m_aimYaw,				FIELD_FLOAT ),
  	DEFINE_FIELD( m_aimPitch,				FIELD_FLOAT ),
  	DEFINE_FIELD( m_blastHit,				FIELD_VECTOR ),
  	DEFINE_FIELD( m_blastNormal,			FIELD_VECTOR ),
  	DEFINE_FIELD( m_vecHitPos,				FIELD_POSITION_VECTOR ),
  	DEFINE_AUTO_ARRAY( m_vecIKTarget, FIELD_POSITION_VECTOR ),
  
  	DEFINE_EMBEDDED( m_PlayerFreePass ), 
  	
  	DEFINE_EMBEDDED( m_PostureAnimationTimer ),
  
  	DEFINE_EMBEDDED( m_BoneFollowerManager ),
  
  	// m_iszStriderBusterName - recreated at load time
  	// m_iszMagnadeClassname - recreated at load time
  	// m_iszHunterClassname - recreated at load time
  
  	DEFINE_FIELD( m_hRagdoll,				FIELD_EHANDLE ),
  	DEFINE_FIELD( m_hCannonTarget,		FIELD_EHANDLE ),
  	DEFINE_EMBEDDED( m_AttemptCannonLOSTimer ),
  
  	DEFINE_FIELD( m_flSpeedScale, FIELD_FLOAT ),
  	DEFINE_FIELD( m_flTargetSpeedScale, FIELD_FLOAT ),
  
  	DEFINE_EMBEDDED( m_LowZCorrectionTimer ),
  	DEFINE_FIELD( m_BodyTargetBone,		FIELD_INTEGER ),
  
  	DEFINE_FIELD( m_iVisibleEnemies, FIELD_INTEGER ),
  	DEFINE_FIELD( m_flTargetAcquiredTime, FIELD_FLOAT ),
  	DEFINE_FIELD( m_bCrouchLocked, FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_bNoCrouchWalk, FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_bDontCrouch, FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_bNoMoveToLOS, FIELD_BOOLEAN ),
  	DEFINE_KEYFIELD( m_bDisableBoneFollowers, FIELD_BOOLEAN, "disablephysics" ),
  
  	DEFINE_FIELD( m_idealHeight, FIELD_FLOAT ),
  	DEFINE_FIELD( m_HeightVelocity, FIELD_FLOAT ),
  
  	DEFINE_FIELD( m_prevYaw, FIELD_FLOAT ),
  	DEFINE_FIELD( m_doTurn, FIELD_FLOAT ),
  	DEFINE_FIELD( m_doLeft, FIELD_FLOAT ),
  	DEFINE_FIELD( m_doRight, FIELD_FLOAT ),
  	DEFINE_FIELD( m_flNextTurnAct, FIELD_TIME ),
  
  	DEFINE_FIELD( m_strTrackName, FIELD_STRING ),
  	DEFINE_FIELD( m_hFocus, FIELD_EHANDLE ),
  	DEFINE_FIELD( m_hSmoke,	FIELD_EHANDLE ),
  
  	DEFINE_FIELD( m_flTimeLastAlertSound, FIELD_TIME ),
  	DEFINE_FIELD( m_flTimeNextHuntSound, FIELD_TIME ),
  	DEFINE_FIELD( m_flTimePlayerMissileDetected, FIELD_TIME ),
  	DEFINE_FIELD( m_hPlayersMissile, FIELD_EHANDLE ),
  	DEFINE_FIELD( m_bMinigunUseDirectFire, FIELD_BOOLEAN ),
  
  	DEFINE_FIELD( m_bUseAggressiveBehavior, FIELD_BOOLEAN ),
  
  	DEFINE_FIELD( m_bFastCrouch, FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_bMinigunEnabled, FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_bExploding, FIELD_BOOLEAN ),
  
  	// inputs
  	DEFINE_INPUTFUNC( FIELD_FLOAT, "SetMinigunTime", InputSetMinigunTime ),
  	DEFINE_INPUTFUNC( FIELD_STRING, "SetMinigunTarget", InputSetMinigunTarget ),
  	DEFINE_INPUTFUNC( FIELD_STRING, "SetCannonTarget", InputSetCannonTarget ),
  	DEFINE_INPUTFUNC( FIELD_STRING, "FlickRagdoll", InputFlickRagdoll ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "Crouch", InputCrouch ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "CrouchInstantly", InputCrouchInstantly ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "Stand", InputStand ),
  	DEFINE_INPUTFUNC( FIELD_FLOAT, "SetHeight", InputSetHeight ),
  	DEFINE_INPUTFUNC( FIELD_STRING, "SetTargetPath", InputSetTargetPath ),
  	DEFINE_INPUTFUNC( FIELD_STRING, "ClearTargetPath", InputClearTargetPath ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouchWalk", InputDisableCrouchWalk ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "EnableCrouchWalk", InputEnableCrouchWalk ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "EnableAggressiveBehavior", InputEnableAggressiveBehavior ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "DisableAggressiveBehavior", InputDisableAggressiveBehavior ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "DisableMinigun", InputDisableMinigun ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "EnableMinigun", InputEnableMinigun ),
  	DEFINE_INPUTFUNC( FIELD_FLOAT, "StopShootingMinigunForSeconds", InputStopShootingMinigunForSeconds ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "DisableCrouch", InputDisableCrouch ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "DisableMoveToLOS", InputDisableMoveToLOS ),
  	DEFINE_INPUTFUNC( FIELD_STRING, "DisableCollisionWith", InputDisableCollisionWith ),
  	DEFINE_INPUTFUNC( FIELD_STRING, "EnableCollisionWith", InputEnableCollisionWith ),
  	DEFINE_INPUTFUNC( FIELD_VOID, "Explode", InputExplode ),
  	DEFINE_INPUTFUNC( FIELD_FLOAT, "ScaleGroundSpeed", InputScaleGroundSpeed ),
  
  	// Function Pointers
  //	DEFINE_FUNCTION( JumpTouch ),
  	DEFINE_THINKFUNC( CarriedThink ),
  	DEFINE_THINKFUNC( CannonHitThink ),
  
  END_DATADESC()
  
  //---------------------------------------------------------
  
  float CNPC_Strider::gm_strideLength;
  
  int CNPC_Strider::gm_BodyHeightPoseParam;
  int CNPC_Strider::gm_YawControl;
  int CNPC_Strider::gm_PitchControl;
  int CNPC_Strider::gm_CannonAttachment;
  
  float CNPC_Strider::gm_zCannonDist;
  float CNPC_Strider::gm_zMinigunDist;
  Vector CNPC_Strider::gm_vLocalRelativePositionCannon;
  Vector CNPC_Strider::gm_vLocalRelativePositionMinigun;
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  CNPC_Strider::CNPC_Strider()
  {
  	m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
  	m_hFocus = NULL;
  	m_pMinigun = new CStriderMinigun;
  	m_hSmoke = NULL;
  	m_PlayerFreePass.SetOuter( this );
  	m_bExploding = false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  CNPC_Strider::~CNPC_Strider()
  {
  	delete m_pMinigun;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::Precache()
  {
  	if ( !GetModelName() )
  	{
  		SetModelName( MAKE_STRING( "models/combine_strider.mdl" ) );
  	}
  
  	PrecacheModel( STRING( GetModelName() ) );
  
  	PropBreakablePrecacheAll( GetModelName() );
  
  	PrecacheScriptSound( "NPC_Strider.StriderBusterExplode" );
  	PrecacheScriptSound( "explode_5" );
  	PrecacheScriptSound( "NPC_Strider.Charge" );
  	PrecacheScriptSound( "NPC_Strider.RagdollDetach" );
  	PrecacheScriptSound( "NPC_Strider.Whoosh" );
  	PrecacheScriptSound( "NPC_Strider.Creak" );
  	PrecacheScriptSound( "NPC_Strider.Alert" );
  	PrecacheScriptSound( "NPC_Strider.Pain" );
  	PrecacheScriptSound( "NPC_Strider.Death" );
  	PrecacheScriptSound( "NPC_Strider.FireMinigun" );
  	PrecacheScriptSound( "NPC_Strider.Shoot" );
  	PrecacheScriptSound( "NPC_Strider.OpenHatch" );
  	PrecacheScriptSound( "NPC_Strider.Footstep" );
  	PrecacheScriptSound( "NPC_Strider.Skewer" );
  	PrecacheScriptSound( "NPC_Strider.Hunt" );
  	PrecacheMaterial( "effects/water_highlight" );
  	s_iImpactEffectTexture = PrecacheModel( "sprites/physbeam.vmt" );
  	PrecacheMaterial( "sprites/bluelaser1" );
  	PrecacheMaterial( "effects/blueblacklargebeam" );
  	PrecacheMaterial( "effects/strider_pinch_dudv" );
  	PrecacheMaterial( "effects/blueblackflash" );
  	PrecacheMaterial( "effects/strider_bulge_dudv" );
  	PrecacheMaterial( "effects/strider_muzzle" );
  
  	PrecacheModel( "models/chefhat.mdl" );
  
  	UTIL_PrecacheOther( "sparktrail" );
  
  	BaseClass::Precache();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::Spawn()
  {
  	Precache();
  
  	m_miniGunAmmo = GetAmmoDef()->Index("StriderMinigun"); 
  	m_miniGunDirectAmmo = GetAmmoDef()->Index("StriderMinigunDirect");
  	m_pMinigun->Init();
  
  	EnableServerIK();
  	
  	SetModel( STRING( GetModelName() ) );
  
  	BaseClass::Spawn();
  
  	//m_debugOverlays |= OVERLAY_NPC_ROUTE_BIT | OVERLAY_BBOX_BIT;
  	SetHullType( HULL_LARGE_CENTERED );
  	SetHullSizeNormal();
  	SetDefaultEyeOffset();
  	
  	SetNavType( NAV_FLY );
  	m_flGroundSpeed	= STRIDER_SPEED;
  	m_flSpeedScale = m_flTargetSpeedScale = 1.0;
  	m_NPCState = NPC_STATE_NONE;
  	m_bloodColor = DONT_BLEED;
  	
  	m_iHealth = sk_strider_health.GetFloat();
  	m_iMaxHealth = 500;
  
  	m_flFieldOfView = 0.0; // 180 degrees
  
  	AddFlag( FL_FLY );
  	SetCollisionGroup( HL2COLLISION_GROUP_STRIDER );
  	SetSolid( SOLID_BBOX );
  	AddSolidFlags( FSOLID_NOT_STANDABLE );
  	SetMoveType( MOVETYPE_STEP );
  	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL );
  
  	// Cached for quick comparisons
  	m_iszStriderBusterName = AllocPooledString( "weapon_striderbuster" );
  	m_iszMagnadeClassname  = AllocPooledString( "npc_grenade_magna" );
  	m_iszHunterClassname   = AllocPooledString( "npc_hunter" );
  
  	// BMCD: Force collision hooks
  	AddSolidFlags( FSOLID_CUSTOMRAYTEST | FSOLID_CUSTOMBOXTEST );
  	SetupGlobalModelData();
  	
  	CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_INNATE_RANGE_ATTACK2 | bits_CAP_INNATE_MELEE_ATTACK1 | bits_CAP_INNATE_MELEE_ATTACK2 | bits_CAP_SQUAD );
  
  	// Don't allow us to skip animation setup because our attachments are critical to us!
  	SetBoneCacheFlags( BCF_NO_ANIMATION_SKIP );
  
  	// find the ground, move up to strider stand height
  	Vector mins(-16,-16,-16), maxs(16,16,16);
  	Vector origin = GetLocalOrigin();
  
  	MoveToGround( &origin, this, mins, maxs );
  	origin.z += GetMaxHeight();//(GetAbsOrigin().z - vecSurroundMins.z) + mins.z;
  
  	SetLocalOrigin( origin );
  
  	NPCInit();
  
  	// Strider doesn't care about missiles for now.
  	AddClassRelationship( CLASS_MISSILE, D_NU, 0 );
  
  	m_bCrouchLocked = false;
  	m_bMinigunEnabled = true;
  
  	m_PostureAnimationTimer.Set( 8, 16 );
  
  	m_BodyTargetBone = -1;
  
  	CreateFocus();
  
  	m_EnemyUpdatedTimer.Set( 0 );
  
  	// Don't minigun things farther than 500 feet away. 
  	m_flDistTooFar = 500.0f * 12.0f;
  
  	GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() );
  
  	m_hPlayersMissile.Set( NULL );
  	m_flTimeNextHuntSound = gpGlobals->curtime - 1.0f;
  }
  
  void CNPC_Strider::SetupGlobalModelData()
  {
  	gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" );
  	gm_YawControl = LookupPoseParameter( "yaw" );
  	gm_PitchControl = LookupPoseParameter( "pitch" );
  	gm_CannonAttachment = LookupAttachment( "BigGun" );
  
  	// BMCD: Get the conservative boxes from sequences
  	Vector mins, maxs;
  	ExtractBbox( SelectHeaviestSequence( ACT_WALK ), mins, maxs );
  	CNPC_Strider::gm_strideLength = (maxs.x - mins.x) * 0.5;
  
  	// UNDONE: use crouch when crouched
  	CollisionProp()->SetSurroundingBoundsType( USE_HITBOXES );
  }
  
  void CNPC_Strider::OnRestore()
  {
  	BaseClass::OnRestore();
  	SetupGlobalModelData();
  	CreateVPhysics();
  
  	// Cached for quick comparisons
  	m_iszStriderBusterName = FindPooledString( "weapon_striderbuster" );
  	m_iszMagnadeClassname  = FindPooledString( "npc_grenade_magna" );
  }
  
  bool CNPC_Strider::m_sbStaticPoseParamsLoaded = false;
  int CNPC_Strider::m_poseMiniGunYaw = 0;
  int CNPC_Strider::m_poseMiniGunPitch = 0;
  //-----------------------------------------------------------------------------
  // Purpose: Cache whatever pose parameters we intend to use
  //-----------------------------------------------------------------------------
  void CNPC_Strider::PopulatePoseParameters( void )
  {
  	if (!m_sbStaticPoseParamsLoaded)
  	{
  		m_poseMiniGunYaw		= LookupPoseParameter( "miniGunYaw");
  		m_poseMiniGunPitch		= LookupPoseParameter( "miniGunPitch" );
  
  		m_sbStaticPoseParamsLoaded = true;
  	}
  
  	BaseClass::PopulatePoseParameters();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::CreateVPhysics()
  {
  	// The strider has bone followers for every solid part of its body, 
  	// so there's no reason for the bounding box to be solid.
  	//BaseClass::CreateVPhysics();
  
  	if ( !m_bDisableBoneFollowers )
  	{
  		InitBoneFollowers();
  	}
  
  	return true;
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: 
  //-----------------------------------------------------------------------------
  void CNPC_Strider::InitBoneFollowers( void )
  {
  	// Don't do this if we're already loaded
  	if ( m_BoneFollowerManager.GetNumBoneFollowers() != 0 )
  		return;
  
  	// Init our followers
  	m_BoneFollowerManager.InitBoneFollowers( this, ARRAYSIZE(pFollowerBoneNames), pFollowerBoneNames );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::PostNPCInit()
  {
  	BaseClass::PostNPCInit();
  
  	if( CarriedByDropship() )
  	{
  		SetMoveType( MOVETYPE_NONE );
  		SetActivity( (Activity)ACT_STRIDER_CARRIED );
  		SetThink( &CNPC_Strider::CarriedThink );
  		RemoveFlag( FL_FLY );
  	}
  
  	m_PlayerFreePass.SetPassTarget( UTIL_PlayerByIndex(1) );
  	
  	AI_FreePassParams_t freePassParams = 
  	{
  		strider_free_pass_start_time.GetFloat(),		// timeToTrigger
  		strider_free_pass_duration.GetFloat(), 			// duration
  		strider_free_pass_move_tolerance.GetFloat(), 	// moveTolerance
  		strider_free_pass_refill_rate.GetFloat(), 		// refillRate
  		strider_free_pass_cover_dist.GetFloat(), 		// coverDist
  		strider_peek_time.GetFloat(), 					// peekTime
  		strider_peek_time_after_damage.GetFloat(), 		// peekTimeAfterDamage
  		strider_peek_eye_dist.GetFloat(), 				// peekEyeDist
  		strider_peek_eye_dist_z.GetFloat(), 			// peekEyeDistZ
  	};
  	
  	m_PlayerFreePass.SetParams( freePassParams );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::Activate()
  {
  	BaseClass::Activate();
  
  	const char *pszBodyTargetBone = "combine_strider.neck_bone";
  
  	m_BodyTargetBone = LookupBone( pszBodyTargetBone );
  
  	if ( m_BodyTargetBone == -1 )
  	{
  		DevMsg( "Couldn't find npc_strider bone %s, which is used as target for others\n", pszBodyTargetBone );
  	}
  
  	gm_BodyHeightPoseParam = LookupPoseParameter( "body_height" );
  	gm_YawControl = LookupPoseParameter( "yaw" );
  	gm_PitchControl = LookupPoseParameter( "pitch" );
  	gm_CannonAttachment = LookupAttachment( "BigGun" );
  
  	if ( gm_zCannonDist == 0 )
  	{
  		// Have to create a virgin strider to ensure proper pose
  		CNPC_Strider *pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" );
  		Assert(pStrider);
  		pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him
  		DispatchSpawn( pStrider );
  
  		pStrider->SetActivity( ACT_DIERAGDOLL );
  		pStrider->InvalidateBoneCache();
  		gm_zCannonDist = pStrider->CannonPosition().z - pStrider->GetAbsOrigin().z;
  
  		// Currently just using the gun for the vertical component!
  		Vector defEyePos;
  		pStrider->GetAttachment( "minigunbase", defEyePos );
  		gm_zMinigunDist = defEyePos.z - pStrider->GetAbsOrigin().z;
  
  		Vector position;
  		pStrider->GetAttachment( "biggun", position );
  		VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionCannon );
  
  		pStrider->GetAttachment( "minigun", position );
  		VectorITransform( position, pStrider->EntityToWorldTransform(), gm_vLocalRelativePositionMinigun );
  		UTIL_Remove( pStrider );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::UpdateOnRemove()
  {
  	m_BoneFollowerManager.DestroyBoneFollowers();
  
  #ifdef HL2_EPISODIC
  	m_hAttachedBusters.Purge();
  #endif // HL2_EPISODIC
  
  	BaseClass::UpdateOnRemove();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InitBoneControllers()
  {
  	BaseClass::InitBoneControllers( );
  	
  	SetHeight( GetMaxHeight() );
  	SetIdealHeight( GetMaxHeight() );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Class_T CNPC_Strider::Classify()
  {
  	if( CarriedByDropship() )
  		return CLASS_NONE;
  
  	return CLASS_COMBINE;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::ShouldAttractAutoAim( CBaseEntity *pAimingEnt )
  {
  #ifdef HL2_EPISODIC
  	if( m_hAttachedBusters.Count() > 0 )
  		return false;
  #endif//HL2_EPISODIC
  
  	return BaseClass::ShouldAttractAutoAim( pAimingEnt );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  int	CNPC_Strider::DrawDebugTextOverlays()
  {
  	int text_offset = BaseClass::DrawDebugTextOverlays();
  
  	if (m_debugOverlays & OVERLAY_TEXT_BIT)
  	{
  		EntityText(text_offset,CFmtStr("Ideal Height: %.1f; Height: %.1f", GetIdealHeight(), GetHeight()),0);
  		text_offset++;
  		if ( m_PlayerFreePass.HasPass() )
  		{
  			EntityText(text_offset,CFmtStr("Free pass: %.1f", m_PlayerFreePass.GetTimeRemaining()),0);
  			text_offset++;
  		}
  
  		CBaseEntity *pPlayer = UTIL_PlayerByIndex(1);
  		if ( pPlayer )
  		{
  			if ( GetSenses()->ShouldSeeEntity( pPlayer ) && GetSenses()->CanSeeEntity( pPlayer ) )
  			{
  				EntityText(text_offset,"See player",0);
  				text_offset++;
  			}
  			else
  			{
  				float temp = m_PlayerFreePass.GetTimeRemaining();
  				m_PlayerFreePass.SetTimeRemaining( 0 );
  
  				if ( BaseClass::FVisible( pPlayer ) && !FVisible( pPlayer ) )
  				{
  					EntityText(text_offset,"Player peeking",0);
  					text_offset++;
  				}
  				m_PlayerFreePass.SetTimeRemaining( temp );
  			}
  		}
  
  		if ( m_flTargetSpeedScale != 1.0 )
  		{
  			EntityText(text_offset,CFmtStr( "Speed scaled to %.1f", m_flGroundSpeed ),0);
  			text_offset++;
  		}
  	}
  
  	return text_offset;
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::EyePosition()
  {
  	Vector eyePosition = GetAdjustedOrigin();
  	eyePosition.z += gm_zMinigunDist;
  	return eyePosition;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  const Vector &CNPC_Strider::GetViewOffset()
  {
  	Vector vOffset;
  
  	vOffset.x = 0;
  	vOffset.y = 0;
  	vOffset.z = ( GetHeight() - GetMaxHeightModel() ) + gm_zMinigunDist;
  
  	Assert( VectorsAreEqual( GetAbsOrigin() + vOffset, EyePosition(), 0.1 ));
  
  	SetViewOffset( vOffset );
  
  	return BaseClass::GetViewOffset();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::CalculateIKLocks( float currentTime )
  {
  	BaseClass::CalculateIKLocks( currentTime );
  	if ( m_pIk && m_pIk->m_target.Count() )
  	{
  		Assert(m_pIk->m_target.Count() > STOMP_IK_SLOT);
  		// HACKHACK: Hardcoded 11???  Not a cleaner way to do this
  		CIKTarget &target = m_pIk->m_target[STOMP_IK_SLOT];
  		target.SetPos( m_vecHitPos.Get() );
  		for ( int i = 0; i < NUM_STRIDER_IK_TARGETS; i++ )
  		{
  			target = m_pIk->m_target[i];
  
  			if (!target.IsActive())
  				continue;
  
  			m_vecIKTarget.Set( i, target.est.pos );
  
  #if 0
  		// yellow box at target pos - helps debugging
  		//if (i == 0)
  			NDebugOverlay::Line( GetAbsOrigin(), m_vecIKTarget[i], 255, 255, 0, 0, 0.1 );
  			NDebugOverlay::Box( m_vecIKTarget[i], Vector(-8,-8,-8), Vector(8,8,8), 255, 255, 0, 0, 4.0 );
  #endif
  		}
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::NPCThink(void)
  {
  	if ( m_hRagdoll.Get() )
  	{
  		m_nextStompTime = gpGlobals->curtime + 5;
  	}
  
  	if ( m_flTargetSpeedScale > 0.01 )
  	{
  		float deltaSpeedScale = m_flSpeedScale - m_flTargetSpeedScale;
  		if ( fabsf( deltaSpeedScale ) > .01 )
  		{
  			if ( deltaSpeedScale < 0 )
  			{
  				m_flSpeedScale += STRIDER_SPEED_CHANGE;
  				if ( m_flSpeedScale > m_flTargetSpeedScale )
  				{
  					m_flSpeedScale = m_flTargetSpeedScale;
  				}
  			}
  			else
  			{
  				m_flSpeedScale -= STRIDER_SPEED_CHANGE;
  				if ( m_flSpeedScale < m_flTargetSpeedScale )
  				{
  					m_flSpeedScale = m_flTargetSpeedScale;
  				}
  			}
  		}
  		else
  		{
  			m_flSpeedScale = m_flTargetSpeedScale;
  		}
  	}
  	else
  	{
  		m_flTargetSpeedScale = 1.0;
  	}
  
  	BaseClass::NPCThink();
  	
  	m_pMinigun->Think( this, 0.1 );
  
  	// update follower bones
  	m_BoneFollowerManager.UpdateBoneFollowers(this);
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::PrescheduleThink()
  {
  	if( IsUsingAggressiveBehavior() && GetEnemy() && GetEnemy()->IsPlayer() )
  	{
  		AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ) , 1.0, 2.0 );
  	}
  
  	// Next missile will kill me!
  	if( GetHealth() <= 50 && random->RandomInt( 0, 20 ) == 0 )
  	{
  		CBaseEntity *pTrail = CreateEntityByName( "sparktrail" );
  		pTrail->SetOwnerEntity( this );
  		pTrail->Spawn();
  	}
  
  #if 0
  	NDebugOverlay::Cross3D( GetAdjustedOrigin(), 16, 128, 128, 128, false, .1 );
  	Vector vIdealOrigin = GetAbsOrigin();
  	vIdealOrigin.z -= GetMaxHeightModel() - GetIdealHeight();
  	NDebugOverlay::Cross3D( vIdealOrigin, 16, 255, 255, 255, false, .1 );
  #endif
  
  	if( strider_eyepositions.GetBool() )
  	{
  		NDebugOverlay::Cross3D( EyePosition(), 16, 0, 255, 0, false, 0.1 );
  		NDebugOverlay::Cross3D( EyePositionCrouched(), 16, 255, 255, 0, false, 0.1 );
  	}
  
  	if( strider_show_focus.GetBool() )
  	{
  		QAngle angles;
  
  		angles.x = gpGlobals->curtime * 20.0f;
  		angles.y = angles.x * 0.5f;
  		angles.z = 0.0f;
  
  		NDebugOverlay::Cross3DOriented( GetFocus()->GetAbsOrigin(), angles, 24, 255, 255, 0, false, 0.1 );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::GatherConditions()
  {
  	if ( AIGetNumFollowers( this, m_iszHunterClassname ) == 0 )	
  	{
  		// This works with old data because need to do before base class so as to not choose as enemy
  		if ( m_PlayerFreePass.HasPass() || ( !m_pMinigun->IsShooting() || GetEnemy() != m_PlayerFreePass.GetPassTarget() ) ) // no free pass when in midst of shooting at target
  			m_PlayerFreePass.Update();
  	}
  	else
  	{
  		m_PlayerFreePass.Reset( strider_free_pass_after_escorts_dead.GetFloat(), strider_free_pass_tolerance_after_escorts_dead.GetFloat() );
  	}
  
  	if( IsUsingAggressiveBehavior() )
  	{
  		if( m_PlayerFreePass.HasPass() && !m_pMinigun->IsShooting() )
  		{
  			// Make the minigun stitch
  			m_bMinigunUseDirectFire = false;
  		}
  	}
  
  	//---------------------------------
  
  	BaseClass::GatherConditions();
  
  	if( IsUsingAggressiveBehavior() )
  	{
  		if( GetEnemy() )
  		{
  			if( HasCondition( COND_SEE_ENEMY ) )
  			{
  				// Keep setting up to play my hunt sound at some random time after losing sight of my enemy.
  				m_flTimeNextHuntSound = gpGlobals->curtime + 1.0f;
  			}
  			else
  			{
  				if( gpGlobals->curtime >= m_flTimeNextHuntSound && !m_pMinigun->IsShooting() )
  				{
  					HuntSound();
  				}
  			}
  		}
  
  		if( m_hPlayersMissile )
  		{
  			if( !m_pMinigun->IsShooting() && GetEnemy() && GetEnemy()->IsPlayer() )
  			{
  				// If the missile is closer to the player than I am, stay suppressed. This is essentially
  				// allowing the missile to strike me if it was fired off before I started shooting. 
  				// If the missile passes me or goes way off course, I can shoot.
  				float flPlayerMissileDist;
  				float flPlayerStriderDist;
  
  				flPlayerMissileDist = GetEnemy()->GetAbsOrigin().DistTo( m_hPlayersMissile->GetAbsOrigin() );
  				flPlayerStriderDist = GetEnemy()->GetAbsOrigin().DistTo( EyePosition() );
  				float flDiff = flPlayerMissileDist - flPlayerStriderDist;
  
  				// Figure out how long it's been since I've fired my cannon because of a player's missile.
  				float flTimeSuppressed = gpGlobals->curtime - m_flTimePlayerMissileDetected;
  
  				if( flDiff < strider_missile_suppress_dist.GetFloat() && flTimeSuppressed < strider_missile_suppress_time.GetFloat() )
  				{
  					// Defer the minigun until/unless the missile has passed me by 10 feet
  					m_pMinigun->StopShootingForSeconds( this, GetEnemy(), 0.5f );
  				}
  			}
  		}
  	}
  
  	// This pair of conditions is nice to have around...
  	if( m_pMinigun->IsShooting() )
  	{
  		SetCondition( COND_STRIDER_MINIGUN_SHOOTING );
  	}
  	else
  	{
  		SetCondition( COND_STRIDER_MINIGUN_NOT_SHOOTING );
  	}
  
  	if( GetCannonTarget() )
  	{
  		SetCondition( COND_STRIDER_HAS_CANNON_TARGET );
  
  		if( strider_show_cannonlos.GetBool() )
  		{
  			trace_t tr;
  			UTIL_TraceLine( CannonPosition(), GetCannonTarget()->WorldSpaceCenter(), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
  			NDebugOverlay::Line( tr.startpos, tr.endpos, 0, 255, 0, false, 0.1 );
  
  			if( tr.fraction != 1.0 )
  				NDebugOverlay::Line( tr.endpos, GetCannonTarget()->WorldSpaceCenter(), 255, 0, 0, false, 0.1 );
  		}
  	}
  	else
  	{
  		ClearCondition( COND_STRIDER_HAS_CANNON_TARGET );
  	}
  
  	ClearCondition( COND_CAN_RANGE_ATTACK2 );
  	ClearCondition( COND_STRIDER_HAS_LOS_Z );
  
  	// If not locked into a crouch, look into adjusting height to attack targets.
  	if( !m_bCrouchLocked && !m_bDontCrouch )
  	{
  		if( m_hCannonTarget != NULL )
  		{	
  			if( !IsStriderCrouching() && !IsStriderStanding() )
  			{
  				if ( WeaponLOSCondition( GetAdjustedOrigin(), m_hCannonTarget->GetAbsOrigin(), false ) )
  				{
  					SetCondition( COND_CAN_RANGE_ATTACK2 );
  				}
  				else
  				{
  					GatherHeightConditions( GetAdjustedOrigin(), m_hCannonTarget );
  				}
  			}
  		}
  		else if( GetEnemy() )
  		{
  			if ( strider_distributed_fire.GetBool() && !IsUsingAggressiveBehavior() )
  			{
  				m_iVisibleEnemies = 0;
  				AIEnemiesIter_t iter;
  
  				for( AI_EnemyInfo_t *pEMemory = GetEnemies()->GetFirst(&iter); pEMemory != NULL; pEMemory = GetEnemies()->GetNext(&iter) )
  				{
  					if( IRelationType( pEMemory->hEnemy ) != D_NU && IRelationType( pEMemory->hEnemy ) != D_LI )
  					{
  						if( pEMemory->timeLastSeen == gpGlobals->curtime )
  						{
  							m_iVisibleEnemies++;
  						}
  					}
  				}
  
  				// If I'm on target and see more targets than just this one, move on to another target for a bit!
  				// Because the Mingun's state will stay "on target" until the minigun gets a chance to think,
  				// and this function may be called several times per strider think, don't call this code anymore in the same
  				// think when a new enemy is chosen.
  				//
  				// Don't switch targets if shooting at a bullseye! Level designers depend on bullseyes.
  				if( GetEnemy() && m_pMinigun->IsShooting() && GetTimeEnemyAcquired() != gpGlobals->curtime )
  				{
  					if( m_pMinigun->IsOnTarget( 3 ) && !FClassnameIs( GetEnemy(), "npc_bullseye" ) )
  					{
  						if( m_iVisibleEnemies > 1 )
  						{
  							// Time to ignore this guy for a little while and switch targets.
  							GetEnemies()->SetTimeValidEnemy( GetEnemy(), gpGlobals->curtime + ( STRIDER_IGNORE_TARGET_DURATION * m_iVisibleEnemies ) );
  							SetEnemy( NULL, false );
  							ChooseEnemy();
  						}
  						else if( GetEnemy()->IsPlayer() && GetEnemy() == m_pMinigun->GetTarget() )
  						{
  							// Give the poor target a break.
  							m_pMinigun->StopShootingForSeconds( this, GetEnemy(), GetMinigunShootDowntime() );
  						}
  					}
  				}
  			}
  
  			if ( GetEnemy() ) // Can go null above
  			{
  				if ( !IsStriderCrouching() && !IsStriderStanding() &&
  					 ( !HasCondition( COND_SEE_ENEMY ) || 
  					   !WeaponLOSCondition( GetAdjustedOrigin(), GetEnemy()->BodyTarget( GetAdjustedOrigin() ), false ) ) )
  				{
  #if 0
  					if ( !HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
  						SetIdealHeight( MIN( GetMaxHeight(), GetHeight() + 75.0 * 0.1 ) ); // default to rising up
  #endif
  					GatherHeightConditions( GetAdjustedOrigin(), GetEnemy() );
  				}
  			}
  		}
  		else
  			SetIdealHeight( GetMaxHeight() );
  	}
  	else
  	{
  		if( m_hCannonTarget != NULL && CurrentWeaponLOSCondition( m_hCannonTarget->GetAbsOrigin(), false ) )
  			SetCondition( COND_CAN_RANGE_ATTACK2 );
  	}
  
  	if( m_bDontCrouch )
  	{
  		if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
  		{
  			Msg("TELL WEDGE I'M TRYING TO CROUCH!\n");
  		}
  
  		ClearCondition( COND_STRIDER_SHOULD_CROUCH );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::GatherHeightConditions( const Vector &vTestPos, CBaseEntity *pEntity )
  {
  	if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
  		return;
  
  	float maxZ = (GetAbsOrigin().z - (GetMaxHeightModel() - GetMaxHeight()));
  	float minZ = (maxZ - ( GetMaxHeight() - GetMinHeight()));
  	float newHeight = FLT_MAX;
  
  	if( FInViewCone( pEntity ) && GetWeaponLosZ( vTestPos, minZ, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) )
  	{
  		bool bDoProceduralHeightChange = true;
  		newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight);
  
  		if ( m_LowZCorrectionTimer.Expired() )
  		{
  			// Hack to handle discrepency between ideal gun pos and actual pos due to strider head tilt in crouch pos
  			if ( pEntity && fabs( newHeight - GetHeight() ) < 12 && newHeight < GetMinHeight() + GetHeightRange() * .33 )
  			{
  				Vector muzzlePos;
  				Vector targetPos = pEntity->BodyTarget( GetAdjustedOrigin() );
  
  				GetAttachment( "minigun", muzzlePos );
  				
  				trace_t tr;
  				AI_TraceLine( muzzlePos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
  
  				if ( ( tr.m_pEnt != pEntity) && tr.fraction != 1.0 && !CanShootThrough( tr, targetPos ) )
  				{
  					if ( !GetWeaponLosZ( vTestPos, minZ + GetHeightRange() * .33, maxZ, GetHeightRange() * .1, pEntity, &newHeight ) )
  					{
  						return;
  					}
  					newHeight = GetMaxHeightModel() - ( GetAbsOrigin().z - newHeight);
  				}
  				else
  				{
  					m_LowZCorrectionTimer.Set( 5.0 );
  				}
  			}
  		}
  
  		if ( !strider_always_use_procedural_height.GetBool() )
  		{
  			// If going from max to min, or min to max, use animations 60% of the time
  			if ( fabsf(GetMaxHeight() - GetHeight()) < 0.1 && fabsf(GetMinHeight() - newHeight) < 0.1 )
  			{
  				if ( random->RandomInt(1, 10 ) <= 6 )
  				{
  					SetCondition( COND_STRIDER_SHOULD_CROUCH );
  					bDoProceduralHeightChange = false;
  				}
  			}
  			else if ( fabsf(GetMinHeight() - GetHeight()) < 0.1 && fabsf(GetMaxHeight() - newHeight) < 0.1 )
  			{
  				if ( random->RandomInt(1, 10 ) <= 6 )
  				{
  					SetCondition( COND_STRIDER_SHOULD_STAND );
  					bDoProceduralHeightChange = false;
  				}
  			}
  
  			// Otherwise, if going from near max or near min to the other, use animations based on time
  			if ( bDoProceduralHeightChange && m_PostureAnimationTimer.Expired() )
  			{
  				if ( GetHeight() - GetMinHeight() > GetHeightRange() * .85 && newHeight - GetMinHeight() < GetHeightRange() * .15 )
  				{
  					m_PostureAnimationTimer.Reset();
  					SetCondition( COND_STRIDER_SHOULD_CROUCH );
  					bDoProceduralHeightChange = false;
  				}
  				else if ( newHeight - GetMinHeight() > GetHeightRange() * .85 && GetHeight() - GetMinHeight() < GetHeightRange() * .15 )
  				{
  					m_PostureAnimationTimer.Reset();
  					SetCondition( COND_STRIDER_SHOULD_STAND );
  					bDoProceduralHeightChange = false;
  				}
  			}
  		}
  
  		if ( bDoProceduralHeightChange )
  		{
  			SetCondition( COND_STRIDER_HAS_LOS_Z );
  			SetIdealHeight( newHeight );
  			if ( strider_test_height.GetFloat() > .1 )
  				SetIdealHeight( strider_test_height.GetFloat() );
  		}
  		else
  			SetIdealHeight( GetHeight() );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::OnStateChange( NPC_STATE oldState, NPC_STATE newState )
  {
  	if ( oldState == NPC_STATE_SCRIPT )
  	{
  		m_pMinigun->Enable( this, m_bMinigunEnabled );
  	}
  	else if ( newState == NPC_STATE_SCRIPT )
  	{
  		m_pMinigun->Enable( this, false );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::BuildScheduleTestBits()
  {
  	BaseClass::BuildScheduleTestBits();
  	if (m_NPCState != NPC_STATE_SCRIPT)
  	{
  		SetCustomInterruptCondition( COND_STRIDER_DO_FLICK );
  	}
  
  	if( IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK, false ) || IsCurSchedule( SCHED_ESTABLISH_LINE_OF_FIRE, false ) )
  	{
  		SetCustomInterruptCondition( COND_STRIDER_MINIGUN_SHOOTING );
  	}
  
  	if( IsCurSchedule( SCHED_IDLE_STAND ) )
  	{
  		SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET );
  	}
  
  	// If our base-class schedule breaks on CAN_RANGE_ATTACK1, then also break
  	// on HAS_CANNON_TARGET.
  	if( GetCurSchedule()->HasInterrupt( COND_CAN_RANGE_ATTACK1 ) && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) )
  	{
  		SetCustomInterruptCondition( COND_STRIDER_HAS_CANNON_TARGET );
  	}
  
  	if( IsCurSchedule( SCHED_IDLE_WALK ) || ( IsCurSchedule( SCHED_IDLE_STAND ) && hl2_episodic.GetBool() ) )
  	{
  		SetCustomInterruptCondition(COND_STRIDER_SHOULD_CROUCH);
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  int CNPC_Strider::SelectSchedule()
  {
  /*
  	if( GetMoveType() != MOVETYPE_FLY )
  	{
  		// Dropship just released me.
  		SetMoveType( MOVETYPE_FLY );
  		return SCHED_STRIDER_FALL_TO_GROUND;
  	}
  */
  	if ( strider_idle_test.GetBool() )
  	{
  		m_pMinigun->Enable( this, false );
  		return SCHED_IDLE_STAND;
  	}
  	else
  	{
  		m_pMinigun->Enable( this, m_bMinigunEnabled );
  	}
  
  	if( m_NPCState == NPC_STATE_SCRIPT )
  		return BaseClass::SelectSchedule();
  
  	// If we're starting to die, then just wait for this to happen
  	if ( m_lifeState == LIFE_DYING )
  		return SCHED_IDLE_STAND;
  
  	if( m_NPCState == NPC_STATE_DEAD )
  		return SCHED_STRIDER_DIE;
  
  	if( HasPendingTargetPath() )
  	{
  #if 0
  		if( IsInCrouchedPosture() && !m_bCrouchLocked )
  		{
  			// Make the strider stand!
  			return SCHED_STRIDER_STAND;
  		}
  		else
  		{
  			SetTargetPath();
  		}
  #else
  		SetTargetPath();
  #endif
  	}
  
  	//---------------------------------
  
  	if( HasCondition( COND_STRIDER_SHOULD_CROUCH ) && GetHeight() - GetMinHeight() > GetHeightRange() * .5 )
  	{
  		return SCHED_STRIDER_CROUCH;
  	}
  	if( HasCondition( COND_STRIDER_SHOULD_STAND ) && !m_bCrouchLocked  && GetHeight() - GetMinHeight() < GetHeightRange() * .5 )
  	{
  		return SCHED_STRIDER_STAND;
  	}
  
  	if( HasCondition( COND_CAN_RANGE_ATTACK2 ) )
  	{
  		return SCHED_STRIDER_RANGE_ATTACK2;
  	}
  	else if( m_AttemptCannonLOSTimer.Expired() && HasCondition( COND_STRIDER_HAS_CANNON_TARGET ) )
  	{
  		m_AttemptCannonLOSTimer.Set( 5 );
  		return SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON;
  	}
  
  	//---------------------------------
  
  	if( m_NPCState == NPC_STATE_COMBAT )
  	{
  		if ( !HasCondition( COND_NEW_ENEMY ) )
  		{
  			if ( m_hRagdoll.Get() && (gpGlobals->curtime > m_ragdollTime  || HasCondition( COND_STRIDER_DO_FLICK ) ) )
  			{
  				return SCHED_STRIDER_FLICKL;
  			}
  		}
  
  		if ( HasCondition( COND_STRIDER_SHOULD_CROUCH ) )
  		{
  			return SCHED_STRIDER_CROUCH;
  		}
  
  		if ( HasCondition( COND_STRIDER_SHOULD_STAND ) )
  		{
  			return SCHED_STRIDER_STAND;
  		}
  		
  		if ( HasCondition( COND_CAN_MELEE_ATTACK1 ) )
  		{
  			return SCHED_MELEE_ATTACK1;
  		}
  		if ( HasCondition( COND_CAN_RANGE_ATTACK1 ) )
  		{
  			return SCHED_STRIDER_RANGE_ATTACK1;
  		}
  
  		ClearCondition( COND_STRIDER_ENEMY_UPDATED );
  		if ( !m_EnemyUpdatedTimer.Expired() )
  		{
  			int baseResult = BaseClass::SelectSchedule();
  			if ( baseResult != SCHED_COMBAT_FACE || !GetGoalEnt() )
  				return baseResult;
  		}
  
  		if ( !GetGoalEnt() )
  			return BaseClass::SelectSchedule();
  
  		return SCHED_STRIDER_HUNT;
  	}
  
  	//---------------------------------
  
  	if ( !GetGoalEnt() )
  		return SCHED_IDLE_STAND;
  
  	return SCHED_STRIDER_HUNT;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  
  #define TIME_CARE_ENEMY 7.0
  
  int CNPC_Strider::TranslateSchedule( int scheduleType )
  {
  	switch( scheduleType )
  	{
  	case SCHED_RANGE_ATTACK1:
  		return SCHED_STRIDER_RANGE_ATTACK1;
  	case SCHED_RANGE_ATTACK2:
  		return SCHED_STRIDER_RANGE_ATTACK2;
  	case SCHED_MELEE_ATTACK1:
  		return SCHED_STRIDER_STOMPL;
  	case SCHED_MELEE_ATTACK2:
  		return SCHED_STRIDER_STOMPR;
  	case SCHED_CHASE_ENEMY:
  		{
  			if( HasCondition( COND_SEE_ENEMY ) )
  			{
  				return SCHED_STRIDER_COMBAT_FACE;
  			}
  
  			return SCHED_STRIDER_CHASE_ENEMY;
  		}
  
  	case SCHED_ESTABLISH_LINE_OF_FIRE:
  	case SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK:
  		if ( m_bNoMoveToLOS )
  		{
  			return SCHED_COMBAT_FACE;
  		}
  
  		if ( !m_bCrouchLocked )
  		{
  			if( IsInCrouchedPosture() )
  			{
  				if( m_pMinigun->IsShooting() )
  				{
  					// Don't stand yet.
  					return SCHED_STRIDER_COMBAT_FACE;
  				}
  			}
  			else if ( HasCondition( COND_STRIDER_HAS_LOS_Z ) && HasCondition( COND_SEE_ENEMY ) )
  			{
  				return SCHED_STRIDER_COMBAT_FACE;
  			}
  		}
  		if ( scheduleType == SCHED_ESTABLISH_LINE_OF_FIRE_FALLBACK )
  		{
  			if ( gpGlobals->curtime - GetEnemyLastTimeSeen() < TIME_CARE_ENEMY )
  				return SCHED_STRIDER_COMBAT_FACE;
  			else if ( GetGoalEnt() )
  				return SCHED_STRIDER_HUNT;
  			else
  			{
  				if( IsUsingAggressiveBehavior() )
  				{
  					return SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND;
  				}
  
  				return SCHED_COMBAT_PATROL;
  			}
  		}
  
  		break;
  
  	case SCHED_COMBAT_FACE:
  		return SCHED_STRIDER_COMBAT_FACE;
  		break;
  	}
  
  	return BaseClass::TranslateSchedule( scheduleType );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::StartTask( const Task_t *pTask )
  {
  	switch ( pTask->iTask )
  	{
  	case TASK_GET_PATH_TO_ENEMY_LOS:
  		ChainStartTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
  		break;
  
  	case TASK_STRIDER_FALL_TO_GROUND:
  		break;
  
  	case TASK_STRIDER_FIRE_CANNON:
  		FireCannon();
  		TaskComplete();
  		break;
  
  	case TASK_STRIDER_SET_CANNON_HEIGHT:
  		{
  			if ( m_hCannonTarget )
  				SetAbsIdealHeight( m_hCannonTarget->WorldSpaceCenter().z );
  			TaskComplete();
  		}
  		break;
  
  	case TASK_STRIDER_AIM:
  		{
  			// Stop the minigun for a bit, the big gun's about to shoot!
  			m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 );
  
  			//SetIdealActivity( (Activity)ACT_STRIDER_AIMRA1 );
  			SetWait( pTask->flTaskData );
  			m_aimYaw = 0;
  			m_aimPitch = 0;
  			// clear out the previous shooting
  			SetPoseParameter( gm_YawControl, m_aimYaw );
  			SetPoseParameter( gm_PitchControl, m_aimPitch );
  			Vector vecShootPos;
  			GetAttachment( gm_CannonAttachment, vecShootPos );
  		
  			// tell the client side effect to complete
  			EntityMessageBegin( this, true );
  				WRITE_BYTE( STRIDER_MSG_STREAKS );
  				WRITE_VEC3COORD( vecShootPos );
  			MessageEnd();
  			CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" );
  			EmitSound( filter2, entindex(), "NPC_Strider.Charge" );
  
  			//	CPVSFilter filter( vecShootPos );
  			//te->StreakSphere( filter, 0, 0, 150, 100, entindex(), gm_CannonAttachment );
  		}
  		break;
  
  	case TASK_STRIDER_DODGE:
  		break;
  
  	case TASK_STRIDER_STOMP:
  		{
  			m_nextStompTime = gpGlobals->curtime + 5;
  			Activity stompAct = (Activity) ( pTask->flTaskData > 0 ? ACT_STRIDER_STOMPR : ACT_STRIDER_STOMPL );
  			ResetIdealActivity( stompAct );
  		}
  		break;
  
  	case TASK_RANGE_ATTACK1:
  		CBaseCombatWeapon *pWeapon;
  		pWeapon = GetActiveWeapon();
  
  		if( pWeapon )
  		{
  			pWeapon->PrimaryAttack();
  		}
  		else
  		{
  			TaskFail("no primary weapon");
  		}
  
  		TaskComplete();
  		break;
  
  	case TASK_STRIDER_BREAKDOWN:
  		SetIdealActivity( (Activity)ACT_STRIDER_SLEEP );
  		break;
  
  	case TASK_STRIDER_REFRESH_HUNT_PATH:
  		Assert( GetGoalEnt() );
  		if ( GetGoalEnt() )
  		{
  			AI_NavGoal_t goal(GOALTYPE_PATHCORNER, GetGoalEnt()->GetLocalOrigin(), ACT_WALK, AIN_DEF_TOLERANCE, AIN_YAW_TO_DEST);
  
  			TranslateNavGoal( GetGoalEnt(), goal.dest );
  
  			if ( ( m_debugOverlays & OVERLAY_NPC_SELECTED_BIT ) && ( m_debugOverlays & OVERLAY_NPC_ROUTE_BIT ) )
  			{
  				NDebugOverlay::Line( GetAbsOrigin() + Vector( 0, 0, 4), goal.dest, 255, 0, 255, true, 3 );
  			}
  
  			if ( GetNavigator()->SetGoal( goal ) )
  			{
  				TaskComplete();
  				break;
  			}
  			TaskFail( FAIL_NO_ROUTE );
  		}
  		break;
  
  	case TASK_STRIDER_START_MOVING:
  		TaskComplete();
  		break;
  
  	case TASK_STRIDER_GET_PATH_TO_CANNON_LOS:
  		{
  			if ( GetCannonTarget() == NULL )
  			{
  				TaskFail("No Cannon Target");
  				return;
  			}
  		
  			AI_PROFILE_SCOPE(CAI_BaseNPC_FindLosToEnemy);
  			Vector vecEnemy 	= GetCannonTarget()->WorldSpaceCenter();
  
  			float flMaxRange = 4096;
  			float flMinRange = 0;
  			
  			Vector posLos;
  			bool found = false;
  
  			if ( GetTacticalServices()->FindLateralLos( vecEnemy, &posLos ) )
  			{
  				found = true;
  			}
  
  			if ( !found && GetTacticalServices()->FindLos( vecEnemy, vecEnemy, flMinRange, flMaxRange, 1.0, &posLos ) )
  			{
  				found = true;
  			}
  
  			if ( found )
  			{
  				AI_NavGoal_t goal( posLos, ACT_RUN, AIN_HULL_TOLERANCE );
  
  				GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET );
  				GetNavigator()->SetArrivalDirection( vecEnemy - goal.dest );
  
  				// Add the cannon target as a high priority facing entity.
  				AddFacingTarget( GetCannonTarget(), GetCannonTarget()->WorldSpaceCenter(), 5.0, 5.0 );
  			}
  			else
  			{
  				TaskFail( "Can't get LOS to Cannon Target" );
  			}
  		}
  		break;
  
  	case TASK_STRIDER_GET_PATH_TO_CANNON_TARGET:
  		{
  			if( !m_hCannonTarget )
  			{
  				TaskFail( "No cannon target!\n" );
  				return;
  			}
  
  			AI_NavGoal_t goal( m_hCannonTarget->GetAbsOrigin() );
  
  			TranslateNavGoal( m_hCannonTarget, goal.dest );
  
  			if ( GetNavigator()->SetGoal( goal, AIN_CLEAR_TARGET ) )
  			{
  				TaskComplete();
  			}
  			else
  			{
  				DevWarning( 2, "GetPathToCannonTarget failed!!\n" );
  				TaskFail(FAIL_NO_ROUTE);
  			}
  		}
  		break;
  
  	case TASK_STRIDER_FACE_CANNON_TARGET:
  		if ( m_hCannonTarget != NULL )
  		{
  			GetMotor()->SetIdealYawToTarget( m_hCannonTarget->WorldSpaceCenter() );
  			SetTurnActivity(); 
  		}
  		else
  		{
  			TaskFail(FAIL_NO_TARGET);
  		}
  		break;
  		
  	case TASK_STRIDER_SET_HEIGHT:
  		SetIdealHeight( pTask->flTaskData );
  		TaskComplete();
  		break;
  
  	default:
  		BaseClass::StartTask( pTask );
  		break;
  	}
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::RunTask( const Task_t *pTask )
  {
  	switch ( pTask->iTask )
  	{
  	case TASK_GET_PATH_TO_ENEMY_LOS:
  		ChainRunTask( TASK_GET_PATH_TO_ENEMY_LKP_LOS, pTask->flTaskData );
  		break;
  
  	case TASK_STRIDER_FALL_TO_GROUND:
  		{
  			// This doesn't work right now. (sjb)
  			Vector vecVelocity = GetAbsVelocity();
  
  			vecVelocity.z -= (GetCurrentGravity() * 0.1);
  
  			SetAbsVelocity( vecVelocity );
  
  			Vector pos = GetAbsOrigin();
  			TranslateNavGoal( NULL, pos );
  
  			if( GetAbsOrigin().z - pos.z <= 0.0f )
  			{
  				SetAbsVelocity( vec3_origin );
  				TaskComplete();
  			}
  		}
  		break;
  	
  	case TASK_STRIDER_AIM:
  		{
  			// BUGBUG: Need the real flInterval here, not just 0.1
  			AimCannonAt( GetCannonTarget(), 0.1 );
  			if ( IsWaitFinished() )
  			{
  				TaskComplete();
  			}
  		}
  		break;
  
  	case TASK_STRIDER_DODGE:
  		TaskComplete();
  		break;
  
  	case TASK_STRIDER_STOMP:
  		if ( IsActivityFinished() )
  		{
  			TaskComplete();
  		}
  		if ( GetEnemy() )
  		{
  			m_vecHitPos = CalculateStompHitPosition( GetEnemy() );
  		}
  		break;
  
  	case TASK_STRIDER_BREAKDOWN:
  		if ( IsActivityFinished() )
  		{
  			// UNDONE: Fix this bug!
  			//Assert(!IsMarkedForDeletion());
  			if ( !IsMarkedForDeletion() )
  			{
  				CTakeDamageInfo info;
  				CreateServerRagdoll( this, 0, info, COLLISION_GROUP_NONE );
  				TaskComplete();
  				UTIL_Remove(this);
  			}
  		}
  		break;
  
  	case TASK_STRIDER_FACE_CANNON_TARGET:
     		GetMotor()->UpdateYaw();
     		if ( FacingIdeal() )
     		{
     			TaskComplete();
     		}
     		break;
  
  	case TASK_PLAY_SEQUENCE:
  		if( m_bFastCrouch && pTask->flTaskData == ACT_CROUCH )
  		{
  			SetPlaybackRate( 10.0f );
  			if( IsSequenceFinished() )
  			{
  				m_bFastCrouch = false;
  			}
  		}
  
  		// Hack to make sure client doesn't pop after stand/crouch is done
  		if ( GetCycle() > 0.5 )
  		{
  			if ( IsStriderStanding() && GetHeight() != GetMaxHeight() )
  				SetHeight( GetMaxHeight() );
  			else if ( IsStriderCrouching() && GetHeight() != GetMinHeight() )
  				SetHeight( GetMinHeight() );
  			SetIdealHeight( GetHeight() );
  		}
  		BaseClass::RunTask( pTask );
  		break;
  
  	default:
  		BaseClass::RunTask( pTask );
  		break;		
  	}
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: 
  //-----------------------------------------------------------------------------
  void CNPC_Strider::Explode( void )
  {
  	Vector			velocity = vec3_origin;
  	AngularImpulse	angVelocity = RandomAngularImpulse( -150, 150 );
  
  	// Break into pieces
  	breakablepropparams_t params( EyePosition(), GetAbsAngles(), velocity, angVelocity );
  	params.impactEnergyScale = 1.0f;
  	params.defBurstScale = 600.0f;
  	params.defCollisionGroup = COLLISION_GROUP_NPC;
  	PropBreakableCreateAll( GetModelIndex(), NULL, params, this, -1, true, true );
  
  	// Go away
  	m_lifeState = LIFE_DEAD;
  
  	SetThink( &CNPC_Strider::SUB_Remove );
  	SetNextThink( gpGlobals->curtime + 0.1f );
  
  	AddEffects( EF_NODRAW );
  	
  	StopSmoking();
  
  	m_BoneFollowerManager.DestroyBoneFollowers();
  }
  
  //-----------------------------------------------------------------------------
  //-----------------------------------------------------------------------------
  bool CNPC_Strider::HandleInteraction( int interactionType, void *data, CBaseCombatCharacter* sourceEnt )
  {
  	if ( interactionType == g_interactionPlayerLaunchedRPG )
  	{
  		m_flTimePlayerMissileDetected = gpGlobals->curtime;
  		m_hPlayersMissile = sourceEnt;
  		return true;
  	}
  
  	return BaseClass::HandleInteraction( interactionType, data, sourceEnt );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::HandleAnimEvent( animevent_t *pEvent )
  {
  	Vector footPosition;
  
  	switch( pEvent->event )
  	{
  	case STRIDER_AE_DIE:
  		{
  			Explode();
  		}
  		break;
  	case STRIDER_AE_SHOOTCANNON:
  		{
  			FireCannon();
  		}
  		break;
  	case STRIDER_AE_WINDUPCANNON:
  		{
  			AimCannonAt( GetCannonTarget(), 0.1 );
  
  			// Stop the minigun for a bit, the big gun's about to shoot!
  			m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 5 );
  
  			m_aimYaw = 0;
  			m_aimPitch = 0;
  
  			// clear out the previous shooting
  			SetPoseParameter( gm_YawControl, m_aimYaw );
  			SetPoseParameter( gm_PitchControl, m_aimPitch );
  			Vector vecShootPos;
  			GetAttachment( gm_CannonAttachment, vecShootPos );
  		
  			// tell the client side effect to start
  			EntityMessageBegin( this, true );
  				WRITE_BYTE( STRIDER_MSG_STREAKS );
  				WRITE_VEC3COORD( vecShootPos );
  			MessageEnd();
  			CPASAttenuationFilter filter2( this, "NPC_Strider.Charge" );
  			EmitSound( filter2, entindex(), "NPC_Strider.Charge" );
  		}
  		break;
  	case STRIDER_AE_CANNONHIT:
  		CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 );
  		break;
  
  	case STRIDER_AE_SHOOTMINIGUN:
  	{
  		CBaseEntity *pTarget = gEntList.FindEntityGeneric( NULL, pEvent->options, this, this );
  		if ( pTarget )
  		{
  			Vector vecTarget = pTarget->CollisionProp()->WorldSpaceCenter();
  			ShootMinigun( &vecTarget, 0 );
  		}
  		break;
  	}
  
  	case STRIDER_AE_STOMPHITL:
  		StompHit( STRIDER_LEFT_LEG_FOLLOWER_INDEX );
  		break;
  	case STRIDER_AE_STOMPHITR:
  		StompHit( STRIDER_RIGHT_LEG_FOLLOWER_INDEX );
  		break;
  	case STRIDER_AE_FLICKL:
  	case STRIDER_AE_FLICKR:
  		{
  			CBaseEntity *pRagdoll = m_hRagdoll;
  			if ( pRagdoll )
  			{
  				CPASAttenuationFilter filter( pRagdoll, "NPC_Strider.RagdollDetach" );
  				EmitSound( filter, pRagdoll->entindex(), "NPC_Strider.RagdollDetach" );
  				DetachAttachedRagdoll( pRagdoll );
  			}
  			m_hRagdoll = NULL;
  		}
  		break;
  
  	case STRIDER_AE_FOOTSTEP_LEFT:
  	case STRIDER_AE_FOOTSTEP_LEFTM:
  	case STRIDER_AE_FOOTSTEP_LEFTL:
  		LeftFootHit( pEvent->eventtime );
  		break;
  	case STRIDER_AE_FOOTSTEP_RIGHT:
  	case STRIDER_AE_FOOTSTEP_RIGHTM:
  	case STRIDER_AE_FOOTSTEP_RIGHTL:
  		RightFootHit( pEvent->eventtime );
  		break;
  	case STRIDER_AE_FOOTSTEP_BACK:
  	case STRIDER_AE_FOOTSTEP_BACKM:
  	case STRIDER_AE_FOOTSTEP_BACKL:
  		BackFootHit( pEvent->eventtime );
  		break;
  	case STRIDER_AE_WHOOSH_LEFT:
  		{
  			GetAttachment( "left foot", footPosition );
  
  			CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
  			EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
  		}
  		break;
  	case STRIDER_AE_WHOOSH_RIGHT:
  		{
  			GetAttachment( "right foot", footPosition );
  
  			CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
  			EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
  		}
  		break;
  	case STRIDER_AE_WHOOSH_BACK:
  		{
  			GetAttachment( "back foot", footPosition );
  
  			CPASAttenuationFilter filter( this, "NPC_Strider.Whoosh" );
  			EmitSound( filter, 0, "NPC_Strider.Whoosh", &footPosition );
  		}
  		break;
  	case STRIDER_AE_CREAK_LEFT:
  	case STRIDER_AE_CREAK_BACK:
  	case STRIDER_AE_CREAK_RIGHT:
  		{
  			EmitSound( "NPC_Strider.Creak" );
  		}
  		break;
  	default:
  		BaseClass::HandleAnimEvent( pEvent );
  		break;
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Disposition_t CNPC_Strider::IRelationType( CBaseEntity *pTarget )
  {
  	if ( IsCannonTarget( pTarget ) )
  		return D_HT;
  
  	return BaseClass::IRelationType( pTarget );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::AddEntityRelationship( CBaseEntity *pEntity, Disposition_t nDisposition, int nPriority )
  {
  	if ( nDisposition ==  D_HT && pEntity->ClassMatches("npc_bullseye") )
  		UpdateEnemyMemory( pEntity, pEntity->GetAbsOrigin() );
  	BaseClass::AddEntityRelationship( pEntity, nDisposition, nPriority );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::ScheduledMoveToGoalEntity( int scheduleType, CBaseEntity *pGoalEntity, Activity movementActivity )
  {
  	if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) )
  	{
  		SetGoalEnt( pGoalEntity );
  		return true;
  	}
  	return BaseClass::ScheduledMoveToGoalEntity( scheduleType, pGoalEntity, movementActivity );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::ScheduledFollowPath( int scheduleType, CBaseEntity *pPathStart, Activity movementActivity )
  {
  	m_strTrackName = pPathStart->GetEntityName();
  	if ( IsCurSchedule( SCHED_STRIDER_RANGE_ATTACK2, false ) )
  	{
  		SetGoalEnt( pPathStart );
  		return true;
  	}
  	return BaseClass::ScheduledFollowPath( scheduleType, pPathStart, movementActivity );
  }
  
  
  //---------------------------------------------------------
  // Disables the minigun until EnableMinigun input is received.
  //---------------------------------------------------------
  void CNPC_Strider::InputDisableMinigun( inputdata_t &inputdata )
  {
  	m_bMinigunEnabled = false;
  	m_pMinigun->Enable( this, false );
  }
  
  
  //---------------------------------------------------------
  // Enables the minigun.
  //---------------------------------------------------------
  void CNPC_Strider::InputEnableMinigun( inputdata_t &inputdata )
  {
  	m_bMinigunEnabled = true;
  	m_pMinigun->Enable( this, true );
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputSetMinigunTime( inputdata_t &inputdata )
  {
  	m_miniGunShootDuration = inputdata.value.Float();
  	m_pMinigun->SetShootDuration( m_miniGunShootDuration );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputSetMinigunTarget( inputdata_t &inputdata )
  {
  	CBaseEntity *pTargetEntity = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
  
  	m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 0 );
  	m_pMinigun->ShootAtTarget( this, pTargetEntity, m_miniGunShootDuration );
  	m_miniGunShootDuration = 0;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputSetCannonTarget( inputdata_t &inputdata )
  {
  	CBaseEntity *pTarget = gEntList.FindEntityByName( NULL, inputdata.value.String(), NULL, inputdata.pActivator, inputdata.pCaller );
  
  	if ( pTarget )
  	{
  		if ( m_hCannonTarget == pTarget )
  			return;
  			
  		CAI_BaseNPC **ppAIs = g_AI_Manager.AccessAIs();
  		CNPC_Strider *pStrider;
  		for ( int i = 0; i < g_AI_Manager.NumAIs(); i++ )
  		{
  			if ( ppAIs[i] != this && ppAIs[i]->ClassMatches( GetClassname() ) )
  			{
  				pStrider = (CNPC_Strider *)(ppAIs[i]);
  				if ( pStrider->GetCannonTarget() == pTarget )
  					return; // Already accounted for
  			}
  		}
  
  		if( pTarget->MyCombatCharacterPointer() && pTarget->IsAlive() )
  		{
  			m_hCannonTarget = pTarget;
  			m_AttemptCannonLOSTimer.Force();
  			return;
  		}
  	}
  
  	m_hCannonTarget = NULL;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputFlickRagdoll( inputdata_t &inputdata )
  {
  	if ( m_hRagdoll.Get() )
  	{
  		SetCondition( COND_STRIDER_DO_FLICK );
  	}
  }
  
  
  /*
  		IPhysicsObject *pPhysics0 = FindPhysicsObjectByName( STRING(m_nameAttach1), this );
  		IPhysicsObject *pPhysics1 = FindPhysicsObjectByName( STRING(m_nameAttach2), this );
  
  		if ( !pPhysics0 )
  		{
  			pPhysics0 = g_PhysWorldObject;
  		}
  		if ( !pPhysics1 )
  		{
  			pPhysics1 = g_PhysWorldObject;
  		}
  
  		if ( pPhysics0 != pPhysics1 )
  		{
  			m_disabled = !bEnable;
  			m_succeeded = true;
  			if ( bEnable )
  			{
  				PhysEnableEntityCollisions( pPhysics0, pPhysics1 );
  			}
  			else
  			{
  				PhysDisableEntityCollisions( pPhysics0, pPhysics1 );
  			}
  		}
  		else
  		{
  			m_succeeded = false;
  		}
  */
  /*
  #pragma warning(push)
  #pragma warning(disable : 4706) // I know what I'm doing
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata )
  {
  	IPhysicsObject *pIgnorePhys  = FindPhysicsObjectByName( inputdata.value.String(), this );
  	if ( !pIgnorePhys )
  		return;
  
  	int idx;
  	CBoneFollower *pFol;
  
  	for (idx = 0 ; pFol = GetBoneFollowerByIndex(idx) ; ++idx) // stop when the function starts returning null (idx is no longer good)
  	{
  		IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject();
  		Assert(pFollowPhys);
  		PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys );
  	}
  }
  #pragma warning(pop)
  */
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputDisableCollisionWith( inputdata_t &inputdata )
  {
  	IPhysicsObject *pIgnorePhys  = FindPhysicsObjectByName( inputdata.value.String(), this );
  	if ( !pIgnorePhys )
  		return;
  
  	
  	// CBoneFollower *pFol;
  
  	for (int idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good)
  	{
  		IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject();
  		Assert(pFollowPhys);
  		PhysDisableEntityCollisions( pIgnorePhys, pFollowPhys );
  	}
  }
  
  
   
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputEnableCollisionWith( inputdata_t &inputdata )
  {
  	IPhysicsObject *pIgnorePhys  = FindPhysicsObjectByName( inputdata.value.String(), this );
  	if ( !pIgnorePhys )
  		return;
  
  	int idx;
  	// CBoneFollower *pFol;
  
  	for (idx = m_BoneFollowerManager.GetNumBoneFollowers() - 1 ; idx >= 0 ; --idx) // stop when the function starts returning null (idx is no longer good)
  	{
  		/*
  		pFol = GetBoneFollowerByIndex(idx);
  		Assert(pFol);
  		IPhysicsObject *pFollowPhys = pFol->VPhysicsGetObject();
  		Assert(pFollowPhys);
  		*/
  		IPhysicsObject *pFollowPhys = GetBoneFollowerByIndex(idx)->VPhysicsGetObject();
  		PhysEnableEntityCollisions( pIgnorePhys, pFollowPhys );
  	}
  } 
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputCrouch( inputdata_t &inputdata )
  {
  	if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() )
  		SetCondition( COND_STRIDER_SHOULD_CROUCH );
  	m_bCrouchLocked = true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputCrouchInstantly( inputdata_t &inputdata )
  {
  	if ( !IsCurSchedule( SCHED_STRIDER_CROUCH ) && !IsInCrouchedPosture() )
  	{
  		m_bFastCrouch = true;
  		SetCondition( COND_STRIDER_SHOULD_CROUCH );
  	}
  	m_bCrouchLocked = true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputStand( inputdata_t &inputdata )
  {
  	if ( !IsCurSchedule( SCHED_STRIDER_STAND ) && !IsInStandingPosture() )
  		SetCondition( COND_STRIDER_SHOULD_STAND );
  	m_bCrouchLocked = false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputSetHeight( inputdata_t &inputdata )
  {
  	SetIdealHeight( inputdata.value.Float() );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputSetTargetPath( inputdata_t &inputdata )
  {
  	m_strTrackName = MAKE_STRING( inputdata.value.String() );
  	SetGoalEnt( NULL );
  
  	if( !IsStriderCrouching() && !IsStriderStanding() && !IsInCrouchedPosture() )
  	{
  		SetTargetPath();
  	}
  
  	// Otherwise, we just leave the track name set and the AI will
  	// get to it as soon as possible (as soon as the strider can be
  	// made to stand).
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputClearTargetPath( inputdata_t &inputdata )
  {
  	if (GetNavigator()->IsGoalActive() && GetNavigator()->GetGoalType() == GOALTYPE_PATHCORNER )
  	{
  		GetNavigator()->ClearGoal();
  		ClearSchedule( "Target path cleared via input" );
  	}
  	m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
  	SetGoalEnt(NULL);
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputDisableCrouchWalk( inputdata_t &inputdata )
  {
  	m_bNoCrouchWalk = true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputEnableCrouchWalk( inputdata_t &inputdata )
  {
  	m_bNoCrouchWalk = false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputEnableAggressiveBehavior( inputdata_t &inputdata )
  {
  	m_bUseAggressiveBehavior = true;
  	GetEnemies()->SetEnemyDiscardTime( 601.0f );	// Make the assert in SetFreeKnowledgeDuration() happy.
  	GetEnemies()->SetFreeKnowledgeDuration( 600.0f );
  
  	AI_FreePassParams_t params = m_PlayerFreePass.GetParams();
  	params.duration = 0.8f;
  	params.coverDist = 1200.0f;
  	m_PlayerFreePass.SetParams( params );
  
  	GetTacticalServices()->AllowFindLateralLos( false );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputDisableAggressiveBehavior( inputdata_t &inputdata )
  {
  	m_bUseAggressiveBehavior = false;
  	GetEnemies()->SetFreeKnowledgeDuration( strider_free_knowledge.GetFloat() );
  	GetEnemies()->SetEnemyDiscardTime( AI_DEF_ENEMY_DISCARD_TIME );
  
  	AI_FreePassParams_t params = m_PlayerFreePass.GetParams();
  	params.duration = strider_free_pass_duration.GetFloat();
  	params.coverDist = strider_free_pass_cover_dist.GetFloat();
  	m_PlayerFreePass.SetParams( params );
  
  	GetTacticalServices()->AllowFindLateralLos( true );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputStopShootingMinigunForSeconds( inputdata_t &inputdata )
  {
  	m_pMinigun->StopShootingForSeconds( this, NULL, inputdata.value.Float() );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputDisableCrouch( inputdata_t &inputdata )
  {
  	m_bDontCrouch = true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputDisableMoveToLOS( inputdata_t &inputdata )
  {
  	m_bNoMoveToLOS = true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputExplode( inputdata_t &inputdata )
  {
  	CTakeDamageInfo killInfo;
  	killInfo.SetAttacker( this );
  	killInfo.SetInflictor( this );
  	killInfo.SetDamage( GetHealth() );
  	TakeDamage( killInfo );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::InputScaleGroundSpeed( inputdata_t &inputdata )
  {
  	m_flTargetSpeedScale = inputdata.value.Float();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
  {
  	bool bIsVisible = BaseClass::FVisible( pEntity, traceMask, ppBlocker );
  	
  	if ( bIsVisible && pEntity == m_PlayerFreePass.GetPassTarget() )
  	{
  		bIsVisible = m_PlayerFreePass.ShouldAllowFVisible( bIsVisible );
  
  		if( !bIsVisible && IsUsingAggressiveBehavior() && FInViewCone(pEntity) )
  		{
  			AlertSound();
  		}
  	}
  
  	return bIsVisible;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::BodyTarget( const Vector &posSrc, bool bNoisy )
  {
  	if ( m_BodyTargetBone != -1 )
  	{
  		Vector position;
  		QAngle angles;
  		GetBonePosition( m_BodyTargetBone, position, angles );
  		return position;
  	}
  	return BaseClass::BodyTarget( posSrc, bNoisy );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::IsValidEnemy( CBaseEntity *pTarget )
  {
  	if ( HasCannonTarget() )
  	{
  		return IsCannonTarget(pTarget);
  	}
  
  	if ( pTarget->IsPlayer() )
  	{
  		if ( AIGetNumFollowers( this, m_iszHunterClassname ) > 0 )
  			return false;
  	}
  
  	CBaseCombatCharacter *pEnemy = ToBaseCombatCharacter( pTarget );
  	if ( pEnemy )
  	{
  		// Test our enemy filter
  		if ( m_hEnemyFilter.Get()!= NULL && m_hEnemyFilter->PassesFilter( this, pEnemy ) == false )
  			return false;
  
  		return true;
  	}
  
  	return BaseClass::IsValidEnemy( pTarget );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::UpdateEnemyMemory( CBaseEntity *pEnemy, const Vector &position, CBaseEntity *pInformer )
  {
  	if( pInformer && FClassnameIs( pInformer, "npc_cscanner" ) )
  	{
  		EmitSound( "NPC_Strider.Alert" );
  		// Move Strider's focus to this location and make strider mad at it
  		// (but less mad than at any other potential entities in the scene).
  #if 1
  		GetFocus()->SetAbsOrigin( position + Vector( 0, 0, 32 ) );
  #else
  		trace_t tr;
  		AI_TraceLine( EyePosition(), position + Vector( 0, 0, 32 ), MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
  		GetFocus()->SetAbsOrigin( tr.endpos );
  #endif
  
  		SetCondition( COND_STRIDER_ENEMY_UPDATED );
  
  		m_EnemyUpdatedTimer.Set( 20 );
  
  		AddEntityRelationship( GetFocus(), D_HT, -1 );
  
  		if( pEnemy->IsPlayer() )
  		{
  			m_PlayerFreePass.Revoke();
  		}
  		
  		BaseClass::UpdateEnemyMemory( GetFocus(), GetFocus()->GetAbsOrigin(), pInformer );
  
  		// Change the informer to myself so that information provided by a scanner is 
  		// as good as firsthand knowledge insofar as enemy memory is concerned.
  		pInformer = this;
  	}
  
  	return BaseClass::UpdateEnemyMemory( pEnemy, position, pInformer );
  }
  
  //---------------------------------------------------------
  // HACKHACK: The base class looks at distance from the head of the strider
  // But when stomping, we need distance from the feet.  Recompute it here.
  // UNDONE: make enemy distance aware of strider
  //---------------------------------------------------------
  float CNPC_Strider::StriderEnemyDistance( CBaseEntity *pEnemy )
  {
  	Vector enemyDelta = pEnemy->WorldSpaceCenter() - WorldSpaceCenter();
  	
  	// NOTE: We ignore rotation for computing height.  Assume it isn't an effect
  	// we care about, so we simply use OBBSize().z for height.  
  	// Otherwise you'd do this:
  	// float enemyHeight = enemyMaxs.z - enemyMins.z;
  
  	float enemyHeight = pEnemy->CollisionProp()->OBBSize().z;
  	Vector striderSurroundMins, striderSurroundMaxs;
  	CollisionProp()->WorldSpaceSurroundingBounds( &striderSurroundMins, &striderSurroundMaxs );
  	float myHeight = striderSurroundMaxs.z - striderSurroundMins.z;
  	
  	// max distance our centers can be apart with the boxes still overlapping
  	float flMaxZDist = ( enemyHeight + myHeight ) * 0.5f;
  
  	// see if the enemy is closer to my head, feet or in between
  	if ( enemyDelta.z > flMaxZDist )
  	{
  		// enemy feet above my head, compute distance from my head to his feet
  		enemyDelta.z -= flMaxZDist;
  	}
  	else if ( enemyDelta.z < -flMaxZDist )
  	{
  		// enemy head below my feet, return distance between my feet and his head
  		enemyDelta.z += flMaxZDist;
  	}
  	else
  	{
  		// boxes overlap in Z, no delta
  		enemyDelta.z = 0;
  	}
  
  	return enemyDelta.Length();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::FCanCheckAttacks()
  {
  	// Strider has direct and indirect attacks, so he's always checking
  	// as long as the enemy is in front of him.
  	if( FInViewCone( GetEnemy() ) )
  	{
  		return true;
  	}
  
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  int CNPC_Strider::RangeAttack2Conditions( float flDot, float flDist )
  {
  	// All of this code has moved to GatherConditions(), since the 
  	// strider uses the cannon on things that aren't the enemy!
  	return COND_NONE;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  int CNPC_Strider::MeleeAttack1Conditions( float flDot, float flDist )
  {
  	if ( m_bDisableBoneFollowers )
  	{
  		return COND_NONE;
  	}
  
  	if (gpGlobals->curtime < m_nextStompTime)
  	{
  		return COND_NONE;
  	}
  
  	if ( IsInCrouchedPosture() )
  	{
  		return COND_NONE;
  	}
  
  	CBaseEntity *pEnemy = GetEnemy();
  	if ( !pEnemy )
  		return COND_NONE;
  
  	// No more stabbing players.
  	if ( pEnemy->IsPlayer() && !HasSpawnFlags(SF_CAN_STOMP_PLAYER) )
  		return COND_NONE;
  
  	if( !HasCondition( COND_SEE_ENEMY ) )
  	{
  		return COND_NONE;
  	}
  
  	// recompute this because the base class function does not work for the strider
  	flDist = StriderEnemyDistance( pEnemy );
  	
  	if ( flDist > STRIDER_STOMP_RANGE )
  	{
  		return COND_NONE;
  	}
  
  	// strider will cross his feet, but only 6ft over
  	Vector right;
  	GetVectors( NULL, &right, NULL );
  	if ( DotProduct( pEnemy->GetAbsOrigin() - GetAbsOrigin(), right ) > 72 )
  	{
  		return COND_NONE;
  	}
  
  	// Don't skewer if crouched too low.
  	if( GetHeight() < GetMaxHeight() - ( (GetMaxHeight()-GetMinHeight()) / 2 ) )
  	{
  		return COND_NONE;
  	}
  
  	// Don't skewer if target is too high above or below ground.
  	Vector vecGround = GetAbsOrigin();
  	MoveToGround( &vecGround, this, Vector( -16, -16, -16 ), Vector( 16, 16, 16 ) );
  	if( fabs( vecGround.z - GetEnemy()->GetAbsOrigin().z ) > 64.0f )
  	{
  		return COND_NONE;
  	}
  
  	// too far, but don't change schedules/movement
  	return COND_CAN_MELEE_ATTACK1;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  int CNPC_Strider::MeleeAttack2Conditions( float flDot, float flDist )
  {
  	// HACKHACK: Disabled until we get a good right-leg animation
  	return COND_NONE;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions)
  {
  	CBaseEntity *pTargetEnt;
  	Vector vRootOffset;
  	Vector vBarrelOffset;
  
  	vRootOffset.x = vRootOffset.y = 0;
  	if ( GetCannonTarget() )
  	{
  		//Assert( targetPos == GetCannonTarget()->GetAbsOrigin() );
  		pTargetEnt = GetCannonTarget();
  		vRootOffset.z = gm_zCannonDist;
  		vBarrelOffset = gm_vLocalRelativePositionCannon;
  	}
  	else
  	{
  		pTargetEnt = GetEnemy();
  		vRootOffset.z = gm_zMinigunDist;
  		vBarrelOffset = gm_vLocalRelativePositionMinigun;
  	}
  
  	trace_t tr;
  	AI_TraceLine( ownerPos + vRootOffset, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
  
  	// Hit the enemy, or hit nothing (traced all the way to a nonsolid enemy like a bullseye)
  	if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
  	{
  		Vector vBarrelPos;
  		matrix3x4_t losTestToWorld;
  
  		Vector xaxis;
  		VectorSubtract( targetPos, ownerPos, xaxis );
  
  		// @TODO (toml 03-07-04): Add an angle test
  		//float flAngle = acos( xaxis.z / xaxis.Length() );
  
  		xaxis.z = 0.0f;
  		float flLength = VectorNormalize( xaxis );
  		if ( flLength < 1e-3 )
  			return false;
  
  		Vector yaxis( -xaxis.y, xaxis.x, 0.0f );
  
  		MatrixInitialize( losTestToWorld, ownerPos, xaxis, yaxis, Vector(0,0,1) );
  
  		VectorTransform( vBarrelOffset, losTestToWorld, vBarrelPos );
  
  		AI_TraceLine( vBarrelPos, targetPos, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr);
  		if ( ( pTargetEnt && tr.m_pEnt == pTargetEnt) || tr.fraction == 1.0 || CanShootThrough( tr, targetPos ) )
  		{
  			if ( strider_show_weapon_los_condition.GetBool() )
  			{
  				NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 );
  				NDebugOverlay::Line( vBarrelPos, targetPos, 128, 0, 128, false, 0.1 );
  			}
  			return true;
  		}
  		else
  		{
  			if ( strider_show_weapon_los_condition.GetBool() )
  			{
  				NDebugOverlay::Line( ownerPos + vRootOffset, targetPos, 255, 0, 255, false, 0.1 );
  				NDebugOverlay::Line( vBarrelPos, tr.endpos, 128, 0, 0, false, 0.1 );
  			}
  		}
  	}
  	else
  	{
  		if ( strider_show_weapon_los_condition.GetBool() )
  		{
  			NDebugOverlay::Line( ownerPos + vRootOffset, tr.endpos, 255, 0, 0, false, 0.1 );
  		}
  	}
  
  	return false;
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::CurrentWeaponLOSCondition(const Vector &targetPos, bool bSetConditions)
  {
  	return WeaponLOSCondition( GetAdjustedOrigin(), targetPos, bSetConditions );
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::IsValidShootPosition( const Vector &vecCoverLocation, CAI_Node *pNode, CAI_Hint const *pHint )
  {
  	if ( ( pNode && !pHint ) || ( pHint && pHint->HintType() != HINT_STRIDER_NODE ) )
  		return false;
  	return BaseClass::IsValidShootPosition( vecCoverLocation, pNode, pHint );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::TestShootPosition(const Vector &vecShootPos, const Vector &targetPos )	
  { 
  	if ( BaseClass::TestShootPosition( vecShootPos, targetPos ) )
  	{
  		return true;
  	}
  
  	// What if I crouched?
  	float zDelta = ( ( vecShootPos.z - targetPos.z ) + gm_vLocalRelativePositionMinigun.z ) - 12;
  	if ( zDelta > 0 )
  	{
  		if ( zDelta > GetHeightRange() )
  			zDelta = GetHeightRange();
  
  		Vector vecTestPos = vecShootPos;
  		vecTestPos.z -= zDelta;
  
  		if ( BaseClass::TestShootPosition( vecTestPos, targetPos ) )
  		{
  			return true;
  		}
  	}
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::Weapon_ShootPosition( )
  {
  	Vector vecShootPos;
  	GetAttachment( gm_CannonAttachment, vecShootPos );
  
  	return vecShootPos;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType )
  {
  	float flTracerDist;
  	Vector vecDir;
  	Vector vecEndPos;
  
  	vecDir = tr.endpos - vecTracerSrc;
  
  	flTracerDist = VectorNormalize( vecDir );
  
  	UTIL_Tracer( vecTracerSrc, tr.endpos, 0, TRACER_DONT_USE_ATTACHMENT, 5000, true, "StriderTracer" );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::DoImpactEffect( trace_t &tr, int nDamageType )
  {
  	BaseClass::DoImpactEffect( tr, nDamageType );
  
  	// Add a halo
  	CBroadcastRecipientFilter filter;
  	te->BeamRingPoint( filter, 0.0, 
  		tr.endpos,							//origin
  		0,									//start radius
  		64,									//end radius
  		s_iImpactEffectTexture,				//texture
  		0,									//halo index
  		0,									//start frame
  		0,									//framerate
  		0.2,								//life
  		10,									//width
  		0,									//spread
  		0,									//amplitude
  		255,								//r
  		255,								//g
  		255,								//b
  		50,									//a
  		0,									//speed
  		FBEAM_FADEOUT
  		);
  
  	g_pEffects->EnergySplash( tr.endpos, tr.plane.normal );
  	
  	// Punch the effect through?
  	if( tr.m_pEnt && !tr.m_pEnt->MyNPCPointer() )
  	{
  		Vector vecDir = tr.endpos - tr.startpos;
  		VectorNormalize( vecDir );
  
  		trace_t retrace;
  
  		Vector vecReTrace = tr.endpos + vecDir * 12;
  
  		if( UTIL_PointContents( vecReTrace ) == CONTENTS_EMPTY )
  		{
  			AI_TraceLine( vecReTrace, vecReTrace - vecDir * 24, MASK_SHOT, NULL, COLLISION_GROUP_NONE, &retrace );
  
  			BaseClass::DoImpactEffect( retrace, nDamageType );
  		}
  	}
  }
  
  //---------------------------------------------------------
  // Trace didn't hit the intended target, but should the strider
  // shoot anyway? We use this to get the strider to destroy 
  // breakables that are between him and his target.
  //---------------------------------------------------------
  bool CNPC_Strider::CanShootThrough( const trace_t &tr, const Vector &vecTarget )
  {
  	if( GetCannonTarget() )
  	{
  		// Cannon does not have this behavior.
  		return false;
  	}
  
  	if( !tr.m_pEnt )
  	{
  		return false;
  	}
  
  	if( !tr.m_pEnt->GetHealth() )
  	{
  		return false;
  	}
  
  	// Would a trace ignoring this entity continue to the target?
  	trace_t continuedTrace;
  	AI_TraceLine( tr.endpos, vecTarget, MASK_SHOT, tr.m_pEnt, COLLISION_GROUP_NONE, &continuedTrace );
  
  	if( continuedTrace.fraction != 1.0 )
  	{
  		if( continuedTrace.m_pEnt != GetEnemy() )
  		{
  			return false;
  		}
  	}
  
  	return true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::CreateFocus()
  {
  	m_hFocus = CreateEntityByName( "bullseye_strider_focus" );
  
  	ASSERT( m_hFocus != NULL );
  	m_hFocus->AddSpawnFlags( SF_BULLSEYE_NONSOLID | SF_BULLSEYE_NODAMAGE );
  	m_hFocus->SetAbsOrigin( GetAbsOrigin() );
  	m_hFocus->Spawn();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  CNPC_Bullseye *CNPC_Strider::GetFocus()
  {
  	ASSERT( m_hFocus != NULL );
  
  	CNPC_Bullseye *pBull = dynamic_cast<CNPC_Bullseye*>(m_hFocus.Get());
  
  	return pBull;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::GetWeaponLosZ( const Vector &vOrigin, float minZ, float maxZ, float increment, CBaseEntity *pTarget, float *pResult )
  {
  	Vector vTestPos;
  	Vector vTargetPos = pTarget->BodyTarget(vOrigin, false);
  	Vector vIncrement( 0, 0, increment );
  
  	// Try right where am
  	if ( vOrigin.z >= minZ && vOrigin.z <= maxZ )
  	{
  		vTestPos = vOrigin;
  		if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
  		{
  			if ( strider_show_weapon_los_z.GetBool() )
  				NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
  			*pResult = vTestPos.z;
  			return true;
  		}
  	}
  
  	// Try at adjusted height of target
  	vTestPos.z = ( vTargetPos.z - gm_vLocalRelativePositionMinigun.z ) + 12;
  
  	if ( vTestPos.z >= minZ && vTestPos.z <= maxZ )
  	{
  		if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
  		{
  			if ( strider_show_weapon_los_z.GetBool() )
  				NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
  			*pResult = vTestPos.z;
  			return true;
  		}
  	}
  	
  
  	// Try at max height
  	vTestPos.z = maxZ;
  	if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
  	{
  		if ( strider_show_weapon_los_z.GetBool() )
  			NDebugOverlay::Line( vOrigin, vTargetPos, 0, 255, 0, false, 0.1 );
  		*pResult = vTestPos.z;
  		return true;
  	}
  
  	// Try min height
  	vTestPos.z = minZ;
  	if ( WeaponLOSCondition( vTestPos, vTargetPos, false ) )
  	{
  		if ( strider_show_weapon_los_z.GetBool() )
  			NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
  		*pResult = vTestPos.z;
  		return true;
  	}
  	
  	// Test up from min
  	vTestPos = vOrigin + vIncrement;
  	while ( vTestPos.z <= maxZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) )
  	{
  		vTestPos += vIncrement;
  	}
  	
  	if ( vTestPos.z <= maxZ )
  	{
  		if ( strider_show_weapon_los_z.GetBool() )
  			NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
  		*pResult = vTestPos.z;
  		return true;
  	}
  
  	// Test down
  	vTestPos = vOrigin - vIncrement;
  	while ( vTestPos.z >= minZ && !WeaponLOSCondition( vTestPos, vTargetPos, false ) )
  	{
  		vTestPos -= vIncrement;
  	}
  	
  	if ( vTestPos.z >= minZ )
  	{
  		if ( strider_show_weapon_los_z.GetBool() )
  			NDebugOverlay::Line( vTestPos, vTargetPos, 0, 255, 0, false, 0.1 );
  		*pResult = vTestPos.z;
  		return true;
  	}
  		
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::AlertSound()
  {
  	if( ( gpGlobals->curtime - m_flTimeLastAlertSound ) > 2.0f )
  	{
  		EmitSound( "NPC_Strider.Alert" );
  		m_flTimeLastAlertSound = gpGlobals->curtime;
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::PainSound( const CTakeDamageInfo &info )
  {
  	// This means that we've exploded into pieces and have no way to whimper
  	if ( ShouldExplodeFromDamage( info ) )
  		return;
  
  	EmitSound( "NPC_Strider.Pain" );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::DeathSound( const CTakeDamageInfo &info )
  {
  	// This means that we've exploded into pieces and have no way to whimper
  	if ( m_bExploding )
  	{
  		EmitSound( "NPC_Strider.StriderBusterExplode" );
  		EmitSound( "explode_5" );
  		return;
  	}
  
  	EmitSound( "NPC_Strider.Death" );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::HuntSound()
  {
  	if( m_PlayerFreePass.HasPass() )
  	{
  		EmitSound( "NPC_Strider.Hunt" );
  		m_flTimeNextHuntSound = gpGlobals->curtime + random->RandomFloat( 8.0f, 12.0f );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::TraceAttack( const CTakeDamageInfo &inputInfo, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
  {
  	CTakeDamageInfo info = inputInfo;
  
  	bool ricochetBullets = true;
  
  	if ( info.GetAttacker()->IsPlayer() )
  	{
  		if ( !HasMemory( bits_MEMORY_PROVOKED ) )
  		{
  			GetEnemies()->ClearMemory( info.GetAttacker() );
  			Remember( bits_MEMORY_PROVOKED );
  			SetCondition( COND_LIGHT_DAMAGE );
  		}
  	}
  
  #ifdef HL2_EPISODIC
  
  	// Attempt to hit strider busters in the area
  	float flDistSqr;
  	for ( int i = 0; i < m_hAttachedBusters.Count(); i++ )
  	{
  		if ( m_hAttachedBusters[i] == NULL )
  			continue;
  
  		flDistSqr = ( m_hAttachedBusters[i]->WorldSpaceCenter() - inputInfo.GetDamagePosition() ).LengthSqr();
  		if ( flDistSqr < Square( 50.0f ) )
  		{
  			// Kill the buster and stop the trace going through
  			CTakeDamageInfo killInfo = inputInfo;
  			killInfo.SetDamage( 100 );
  
  			m_hAttachedBusters[i]->TakeDamage( killInfo );
  			return;
  		}
  	}
  
  #endif	//HL2_EPISODIC
  
  	if ( (info.GetDamageType() & DMG_BULLET) && ricochetBullets )
  	{
  		g_pEffects->Ricochet(ptr->endpos,ptr->plane.normal);
  		if ( ptr->hitgroup != HITGROUP_HEAD )
  		{
  			info.SetDamage( 0.01 );
  		}
  	}
  
  	BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  int CNPC_Strider::OnTakeDamage_Alive( const CTakeDamageInfo &info )
  {
  	// don't take damage from my own weapons!!!
  	if ( info.GetInflictor() && info.GetInflictor()->GetOwnerEntity() == this )
  		return 0;
  
  	// special interaction with combine balls
  	if ( UTIL_IsCombineBall( info.GetInflictor() ) )
  		return TakeDamageFromCombineBall( info );
  
  	if ( info.GetDamageType() == DMG_GENERIC )
  		return BaseClass::OnTakeDamage_Alive( info );
  
  	if( IsUsingAggressiveBehavior() )
  	{
  		// Any damage the player inflicts gets my attention, even if it doesn't actually harm me.
  		if ( info.GetAttacker()->IsPlayer() )
  		{
  			UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() );
  		}
  	}
  
  	//int healthIncrement = 5 - ( m_iHealth / ( m_iMaxHealth / 5 ) );
  	if ( (info.GetDamageType() & DMG_BLAST) && info.GetMaxDamage() > 50 )
  	{
  		Vector headPos = BodyTarget( info.GetDamagePosition(), false );
  		
  		float dist = CalcDistanceToAABB( WorldAlignMins(), WorldAlignMaxs(), info.GetDamagePosition() - headPos );
  		// close enough to do damage?
  		if ( dist < 200 )
  		{
  			bool bPlayer = info.GetAttacker()->IsPlayer();
  			if ( bPlayer )
  			{
  				m_PlayerFreePass.Revoke();
  				AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 1.0, 2.0 );
  
  				UpdateEnemyMemory( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin() );
  			}
  			else
  				AddFacingTarget( info.GetAttacker(), info.GetAttacker()->GetAbsOrigin(), 0.5, 2.0 );
  
  			// Default to NPC damage value
  			int damage = 20;
  
  			if( HasSpawnFlags(SF_TAKE_MINIMAL_DAMAGE_FROM_NPCS) )
  				damage = 1;
  
  			if( bPlayer )
  			{
  				if( g_pGameRules->IsSkillLevel(SKILL_EASY) )
  				{
  					damage = GetMaxHealth() / sk_strider_num_missiles1.GetFloat();
  				}
  				else if( g_pGameRules->IsSkillLevel(SKILL_HARD) )
  				{
  					damage = GetMaxHealth() / sk_strider_num_missiles3.GetFloat();
  				}
  				else // Medium, or unspecified
  				{
  					damage = GetMaxHealth() / sk_strider_num_missiles2.GetFloat();
  				}
  			}
  
  			m_iHealth -= damage;
  
  			m_OnDamaged.FireOutput( info.GetAttacker(), this);
  
  			if( info.GetAttacker()->IsPlayer() )
  			{
  				m_OnDamagedByPlayer.FireOutput( info.GetAttacker(), this );
  
  				// This also counts as being harmed by player's squad.
  				m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
  			}
  			else
  			{
  				// See if the person that injured me is an NPC.
  				CAI_BaseNPC *pAttacker = dynamic_cast<CAI_BaseNPC *>( info.GetAttacker() );
  				CBasePlayer *pPlayer = AI_GetSinglePlayer();
  
  				if( pAttacker && pAttacker->IsAlive() && pPlayer )
  				{
  					if( pAttacker->GetSquad() != NULL && pAttacker->IsInPlayerSquad() )
  					{
  						m_OnDamagedByPlayerSquad.FireOutput( info.GetAttacker(), this );
  					}
  				}
  			}
  
  			if ( m_iHealth <= ( m_iMaxHealth / 2 ) )
  			{
  				m_OnHalfHealth.FireOutput(this, this);
  			}
  
  			RestartGesture( ACT_GESTURE_SMALL_FLINCH );
  			PainSound( info );
  
  			// Interrupt our gun during the flinch
  			m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1.1f );
  
  			GetEnemies()->OnTookDamageFrom( info.GetAttacker() );
  
  			if( !IsSmoking() && m_iHealth <= sk_strider_health.GetInt() / 2 )
  			{
  				StartSmoking();
  			}
  			return damage;
  		}
  
  // NOTE: Currently radius damage doesn't even call this because it uses the origin, not the box for distance
  #if 0
  		NDebugOverlay::Box( headPos, WorldAlignMins(), WorldAlignMaxs(), 255, 0, 0, 0, 5.0 );
  		NDebugOverlay::Cross3D( inf
  			o.GetDamagePosition(), 24, 0, 255, 0, false, 5.0 );
  		// too far from head, apply damage to nearest leg?
  #endif
  	}
  
  #if 0
  	if ( (info.GetDamageType() & DMG_BULLET) && info.GetDamage() > 1  && m_iHealth > 1 )
  	{
  		m_iHealth -= 1;
  		return 1;
  	}
  #endif
  
  	return 0;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  int CNPC_Strider::TakeDamageFromCombineBall( const CTakeDamageInfo &info )
  {
  	float damage = info.GetDamage();
  
  	// If it's only an AR2 alt-fire, we don't take much damage
  	if ( UTIL_IsAR2CombineBall( info.GetInflictor() ) )
  	{
  		damage = strider_ar2_altfire_dmg.GetFloat();
  	}
  	else
  	{
  		// Always start smoking when we're struck by a normal combine ball
  		StartSmoking();
  	}
  
  	if( info.GetAttacker() && info.GetAttacker()->IsPlayer() )
  	{
  		// Route combine ball damage through the regular skill level code.
  		damage = g_pGameRules->AdjustPlayerDamageInflicted(damage);
  	}
  
  	AddFacingTarget( info.GetInflictor(), info.GetInflictor()->GetAbsOrigin(), 0.5, 2.0 );
  	if ( !UTIL_IsAR2CombineBall( info.GetInflictor() ) )
  		RestartGesture( ACT_GESTURE_BIG_FLINCH );
  	else
  		RestartGesture( ACT_GESTURE_SMALL_FLINCH );
  	
  	PainSound( info );
  
  	m_iHealth -= damage;
  
  	return damage;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::Event_Killed( const CTakeDamageInfo &info )
  {
  	// Do a special death if we're killed by a combine ball in the Citadel
  	if ( info.GetInflictor() && UTIL_IsCombineBall( info.GetInflictor() ) )
  	{
  		if ( m_lifeState == LIFE_DYING )
  			return;
  
  		// Tracker 23610:  Strider playing death sounds twice (AI_BaseNPC calls it in Event_Killed, too)
  		// DeathSound( info );
  		m_lifeState = LIFE_DYING;
  
  		// Start dying
  		RestartGesture( (Activity) ACT_STRIDER_GESTURE_DEATH );
  
  		// Stop our mini-cannon
  		m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 100.0f );
  	}
  	else
  	{
  		StopSmoking();
  
  		m_BoneFollowerManager.DestroyBoneFollowers();
  	
  	}
  
  	if( IsUsingAggressiveBehavior() )
  	{
  		// Lifted this code from the gunship.
  		Vector vecExplode;
  		GetAttachment( "minigun", vecExplode );
  		ExplosionCreate( vecExplode, QAngle(0,0,1), this, 100, 128, false );
  	}
  
  	// Determine if we're going to explode into pieces
  	m_bExploding = ShouldExplodeFromDamage( info );
  
  	BaseClass::Event_Killed( info );
  
  	// Stop our large cannon
  	EntityMessageBegin( this, true );
  		WRITE_BYTE( STRIDER_MSG_DEAD );
  	MessageEnd();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::RagdollDeathEffect( CRagdollProp *pRagdoll, float flDuration )
  {
  	UTIL_ScreenShake( EyePosition(), 50, 150.0, 1.0, 1024, SHAKE_START );
  
  	int i;
  	for( i = 0 ; i < 2 ; i++ )
  	{
  		SmokeTrail *pSmoke = SmokeTrail::CreateSmokeTrail();
  		if ( pSmoke )
  		{
  			if( i == 0 )
  			{
  				pSmoke->m_SpawnRate			= 16;
  				pSmoke->m_Opacity 			= 0.25;
  				pSmoke->m_StartColor.Init( 0.45f, 0.45f, 0.45f );
  			}
  			else
  			{
  				pSmoke->m_SpawnRate			= 32;
  				pSmoke->m_Opacity 			= 0.3;
  				pSmoke->m_StartColor.Init( 0.5f, 0.5f, 0.5f );
  			}
  
  			pSmoke->m_ParticleLifetime	= 3.0;
  			pSmoke->m_StartSize			= 16;
  			pSmoke->m_EndSize			= 64;
  			pSmoke->m_SpawnRadius		= 20;
  			pSmoke->m_MinSpeed			= 8;
  			pSmoke->m_MaxSpeed			= 64;
  			pSmoke->m_EndColor.Init( 0, 0, 0 );
  
  			pSmoke->SetLifetime( flDuration );
  
  			if( i == 0 )
  			{
  				pSmoke->FollowEntity( pRagdoll, "MiniGunBase" );
  			}
  			else
  			{
  				pSmoke->FollowEntity( pRagdoll, "vehicle_driver_eyes" );
  			}
  		}
  	}
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: 
  // Input  : &info - 
  // Output : Returns true on success, false on failure.
  //-----------------------------------------------------------------------------
  bool CNPC_Strider::ShouldExplodeFromDamage( const CTakeDamageInfo &info )
  {
  	CBaseEntity *pInflictor = info.GetInflictor();
  	if ( pInflictor == NULL )
  		return false;
  
  	// Combine balls make us explode
  	if ( UTIL_IsCombineBall( info.GetInflictor() ) )
  		return true;
  
  	// Stickybombs make us explode
  	CBaseEntity *pAttacker = info.GetAttacker();
  	if ( pAttacker != NULL && (FClassnameIs( pAttacker, "weapon_striderbuster" ) ||
  								FClassnameIs( pAttacker, "npc_grenade_magna" )))
  		return true;
  
  	if ( pInflictor == this && pAttacker == this )
  		return true;
  
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  ConVarRef mat_dxlevel( "mat_dxlevel" );
  bool CNPC_Strider::BecomeRagdoll( const CTakeDamageInfo &info, const Vector &forceVector ) 
  { 
  	// Combine balls make us explode
  	if ( m_bExploding )
  	{
  		Explode();
  	}
  	else
  	{
  		// Otherwise just keel over
  		CRagdollProp *pRagdoll = NULL;
  		CBasePlayer *pPlayer = AI_GetSinglePlayer();
  		if ( pPlayer && mat_dxlevel.GetInt() > 0 )
  		{
  			int dxlevel = mat_dxlevel.GetInt();
  			int maxRagdolls = ( dxlevel >= 90 ) ? 2 : ( dxlevel >= 80 ) ? 1 : 0;
  
  			if ( maxRagdolls > 0 )
  			{
  				CUtlVectorFixed<CRagdollProp *, 2> striderRagdolls;
  				while ( ( pRagdoll = gEntList.NextEntByClass( pRagdoll ) ) != NULL )
  				{
  					if ( pRagdoll->GetModelName() == GetModelName() && !pRagdoll->IsFading() )
  					{
  						Assert( striderRagdolls.Count() < striderRagdolls.NumAllocated() );
  						if ( striderRagdolls.Count() < striderRagdolls.NumAllocated() )
  							striderRagdolls.AddToTail( pRagdoll );
  					}
  				}
  
  				if ( striderRagdolls.Count() >= maxRagdolls )
  				{
  					float distSqrFurthest = FLT_MAX;
  					CRagdollProp *pFurthest = NULL;
  
  					for ( int i = 0; i < striderRagdolls.Count(); i++ )
  					{
  						float distSqrCur = CalcSqrDistanceToAABB( striderRagdolls[i]->WorldAlignMins(), striderRagdolls[i]->WorldAlignMaxs(), pPlayer->GetAbsOrigin() );
  						if ( distSqrCur < distSqrFurthest )
  						{
  							distSqrFurthest = distSqrCur;
  							pFurthest = striderRagdolls[i];
  						}
  					}
  
  					if ( pFurthest )
  						pFurthest->FadeOut( 0.75, 1.5 );
  				}
  			}
  
  			pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) );
  			pRagdoll->DisableAutoFade();
  
  			if ( maxRagdolls == 0 )
  			{
  				pRagdoll->FadeOut( 6.0, .75 );
  				RagdollDeathEffect( pRagdoll, 6.0f );
  			}
  			else
  			{
  				RagdollDeathEffect( pRagdoll, 600.0f );
  			}
  		}
  		else
  		{
  			// Otherwise just keel over
  			pRagdoll = assert_cast<CRagdollProp *>( CreateServerRagdoll( this, m_nForceBone, info, HL2COLLISION_GROUP_STRIDER ) );
  			pRagdoll->DisableAutoFade();
  		}
  	}
  	
  	UTIL_Remove(this);
  
  	return true; 
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::StartSmoking( void )
  {
  	if ( m_hSmoke != NULL )
  		return;
  
  	m_hSmoke = SmokeTrail::CreateSmokeTrail();
  	
  	if ( m_hSmoke )
  	{
  		m_hSmoke->m_SpawnRate			= 32;
  		m_hSmoke->m_ParticleLifetime	= 3.0;
  		m_hSmoke->m_StartSize			= 16;
  		m_hSmoke->m_EndSize				= 64;
  		m_hSmoke->m_SpawnRadius			= 20;
  		m_hSmoke->m_MinSpeed			= 8;
  		m_hSmoke->m_MaxSpeed			= 64;
  		m_hSmoke->m_Opacity 			= 0.3;
  		
  		m_hSmoke->m_StartColor.Init( 0.25f, 0.25f, 0.25f );
  		m_hSmoke->m_EndColor.Init( 0, 0, 0 );
  		m_hSmoke->SetLifetime( 500.0f );
  		m_hSmoke->FollowEntity( this, "MiniGunBase" );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::StopSmoking( float flDelay )
  {
  	if ( m_hSmoke )
  	{
  		m_hSmoke->SetLifetime( flDelay );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::SetHeight( float h )
  {
  	if ( h > GetMaxHeight() )
  		h = GetMaxHeight();
  	else if ( h < GetMinHeight() )
  		h = GetMinHeight();
  
  	SetPoseParameter( gm_BodyHeightPoseParam, h );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::SetIdealHeight( float h )
  {
  	if ( h > GetMaxHeight() )
  		h = GetMaxHeight();
  	else if ( h < GetMinHeight() )
  		h = GetMinHeight();
  
  	m_idealHeight = h;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::SetAbsIdealHeight( float z )
  {
  	float h = GetMaxHeight() - ( z - GetAbsOrigin().z );
  	
  	SetIdealHeight( h );
  }
  
  //---------------------------------------------------------
  // At this moment, am I in the PROCESS of crouching? 
  // as in, and I transitioning from standing to crouch?
  //---------------------------------------------------------
  bool CNPC_Strider::IsStriderCrouching()
  {
  	if( IsCurSchedule( SCHED_STRIDER_CROUCH, false ) )
  		return true;
  
  	return false;
  }
  
  //---------------------------------------------------------
  // As IsStriderCrouching(), but for obvious differences.
  //---------------------------------------------------------
  bool CNPC_Strider::IsStriderStanding()
  {
  	if( IsCurSchedule( SCHED_STRIDER_STAND, false ) )
  		return true;
  
  	return false;
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  
  bool CNPC_Strider::OverrideMove( float flInterval )
  {
  	if ( GetCannonTarget() )
  	{
  		AddFacingTarget( GetCannonTarget(), GetCannonTarget()->GetAbsOrigin(), 1.0, 0.5 );
  	}
  	else if ( GetEnemy() )
  	{
  		bool bPlayer = GetEnemy()->IsPlayer();
  		float timeSinceSeenEnemy = gpGlobals->curtime - GetEnemyLastTimeSeen();
  		if ( ( !bPlayer && timeSinceSeenEnemy < STRIDER_TIME_STOP_FACING_ENEMY ) ||
  			 ( bPlayer && !m_PlayerFreePass.HasPass() ) )
  		{
  			AddFacingTarget( GetEnemy(), GetEnemies()->LastKnownPosition( GetEnemy() ), 1.0, 0.5 );
  		}
  
  		if ( !m_bCrouchLocked && !m_hCannonTarget && GetIdealHeight() < GetMaxHeight() && timeSinceSeenEnemy > TIME_CARE_ENEMY )
  			SetIdealHeight( GetMaxHeight() );
  	}
  	else if ( !m_bCrouchLocked && !m_hCannonTarget )
  		SetIdealHeight( GetMaxHeight() );
  
  	if ( strider_test_height.GetFloat() > .1 )
  		SetIdealHeight( strider_test_height.GetFloat() );
  
  	// If we're not supposed to crouch walk and we're under the threshold for what we consider crouch walking, stand back up!
  	if ( !m_bCrouchLocked && m_bNoCrouchWalk && IsMoving() && ( GetIdealHeight() < ( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) ) ) )
  	{
  		SetIdealHeight( GetMinHeight() + GetHeightRange() * ( strider_pct_height_no_crouch_move.GetFloat() / 100.0 ) );
  	}
  
  	float heightMove = GetIdealHeight() - GetHeight();
  	float heightMoveSign = ( heightMove < 0 ) ? -1 : 1;
  	heightMove = fabsf( heightMove );
  	if ( heightMove > 0.01 )
  	{
  		const float maxVelocity = 300;
  		const float minVelocity = 10;
  
  		#define HEIGHTINVDECAY	0.8	// maintain X percent of velocity when slowing down
  		#define HEIGHTDECAYTIME	0.4161	// Sum( 1..cycle, HEIGHTINVDECAY^cycle ) 
  		#define HEIGHTACCEL		0.5		// accel toward maxVelocity by X percent each cycle
  
  		if (fabsf( m_HeightVelocity ) < minVelocity)
  			m_HeightVelocity = minVelocity * heightMoveSign;
  
  		if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME )
  		{
  			m_HeightVelocity = m_HeightVelocity * HEIGHTINVDECAY;
  
  			if (heightMove < m_HeightVelocity * heightMoveSign * flInterval)
  			{
  				m_HeightVelocity = heightMove * heightMoveSign / flInterval;
  			}
  		}
  		else
  		{
  			m_HeightVelocity = m_HeightVelocity * (1.0f - HEIGHTACCEL) + maxVelocity * HEIGHTACCEL * heightMoveSign;
  			if (heightMove < m_HeightVelocity * heightMoveSign * HEIGHTDECAYTIME)
  			{
  				m_HeightVelocity = heightMove * heightMoveSign / HEIGHTDECAYTIME;
  			}
  		}
  
  		float newHeight = GetHeight() + m_HeightVelocity * flInterval;
  		SetHeight( newHeight );
  	}
  
  	// FIXME: where should this go?
  	MaintainTurnActivity( );
  
  	return false;
  }
  
  
  void CNPC_Strider::MaintainTurnActivity( void )
  {
  	// detect that the npc has turned
  	if (m_prevYaw != GetAbsAngles().y)
  	{
  		float diff = UTIL_AngleDiff( m_prevYaw, GetAbsAngles().y );
  		if (diff < 0.0)
  		{
  			m_doLeft += -diff;
  		}
  		else
  		{
  			m_doRight += diff;
  		}
  		m_prevYaw = GetAbsAngles().y;
  	}
  	// accumulate turn angle, delay response for short turns
  	m_doTurn += m_doRight + m_doLeft;
  	if (!IsMoving() && m_doTurn > 180.0f && m_flNextTurnAct < gpGlobals->curtime )
  	{
  		int iSeq = ACT_INVALID;
  		if (m_doLeft > m_doRight)
  		{
  			iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_LEFT );
  		}
  		else
  		{
  			iSeq = SelectWeightedSequence( ACT_GESTURE_TURN_RIGHT );
  		}
  		if (iSeq != ACT_INVALID)
  		{
  			int iLayer = AddGestureSequence( iSeq );
  			if (iLayer != -1)
  			{
  				SetLayerPriority( iLayer, 100 );
  				// increase speed if we're getting behind or they're turning quickly
  				if (m_doTurn > 360.0)
  				{
  					SetLayerPlaybackRate( iLayer, 1.5 );
  				}
  				m_flNextTurnAct = gpGlobals->curtime + GetLayerDuration( iLayer );
  			}
  			else
  			{
  				// too busy, try again in half a second
  				m_flNextTurnAct = gpGlobals->curtime + 0.5;
  			}
  		}
  		m_doTurn = m_doLeft = m_doRight = 0.0;
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::IsUnusableNode(int iNodeID, CAI_Hint *pHint)
  {
  	if ( !BaseClass::IsUnusableNode(iNodeID, pHint) )
  	{
  		if ( pHint && pHint->HintType() == HINT_STRIDER_NODE )
  			return false;
  	}
  	return true;
  }
  
  //---------------------------------------------------------
  // Purpose: Compute the nav position for the strider's origin relative to this enemy.
  //---------------------------------------------------------
  void CNPC_Strider::TranslateNavGoal( CBaseEntity *pEnemy, Vector &chasePosition )
  {
  	if ( pEnemy )
  	{
  		if ( ! (pEnemy->GetFlags() & FL_ONGROUND) )
  		{
  			MoveToGround( &chasePosition, pEnemy, pEnemy->WorldAlignMins(), pEnemy->WorldAlignMaxs() );
  		}
  
  		// move down to enemy's feet for enemy origin at chasePosition
  		chasePosition.z += pEnemy->WorldAlignMins().z;
  
  	}
  	else
  	{
  		MoveToGround( &chasePosition, NULL, Vector( -16, -16, 0 ), Vector( 16, 16, 32 ) );
  	}
  
  	// move up to strider stand height
  	chasePosition.z += GetMaxHeight() + npc_strider_height_adj.GetFloat();
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::HasPendingTargetPath()
  {
  	bool bReturn = ( !FStrEq( STRING(m_strTrackName), STRIDER_NO_TRACK_NAME ) && !GetGoalEnt() );
  
  	return bReturn;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::SetTargetPath()
  {
  	SetGoalEnt( NULL );
  	CBaseEntity *pGoalEnt = gEntList.FindEntityByName( NULL, m_strTrackName );
  	if ( pGoalEnt == NULL )
  	{
  		DevWarning( "%s: Could not find target path '%s'!\n", GetClassname(), STRING( m_strTrackName ) );
  
  		// Don't try anymore. It just hurts the AI.
  		m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
  
  		UTIL_Remove( this );
  		return;
  	}
  
  	const Vector &absOrigin = GetAbsOrigin();
  	CBaseEntity *pClosestEnt = NULL;
  	CBaseEntity *pCurEnt = pGoalEnt;
  	float distClosestSq = FLT_MAX;
  
  	CUtlRBTree<CBaseEntity *> visits;
  	SetDefLessFunc(visits);
  
  	while ( pCurEnt && visits.Find( pCurEnt ) == visits.InvalidIndex() )
  	{
  		float distCurSq = ( pCurEnt->GetAbsOrigin() - absOrigin ).LengthSqr();
  		if ( distCurSq < distClosestSq )
  		{
  			distClosestSq = distCurSq;
  			pClosestEnt = pCurEnt;
  		}
  		visits.Insert( pCurEnt );
  		pCurEnt = GetNavigator()->GetNextPathcorner( pCurEnt );
  	}
  
  	ScheduledFollowPath( SCHED_IDLE_WALK, pClosestEnt, ACT_WALK );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  
  float CNPC_Strider::GetDefaultNavGoalTolerance()
  {
  	return 64;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::OnMovementComplete()
  {
  	if ( GetGoalEnt() && 
  		 ( IsCurSchedule( SCHED_IDLE_WALK ) ||
  		   IsCurSchedule( SCHED_ALERT_WALK ) ||
  		   IsCurSchedule( SCHED_COMBAT_WALK ) ||
  		   IsCurSchedule( SCHED_STRIDER_HUNT ) ) )
  	{
  		m_strTrackName = MAKE_STRING( STRIDER_NO_TRACK_NAME );
  		SetGoalEnt( NULL );
  	}
  	BaseClass::OnMovementComplete();
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  float CNPC_Strider::GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence )
  {
  	return ( BaseClass::GetSequenceGroundSpeed( pStudioHdr, iSequence ) * m_flSpeedScale );
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  float CNPC_Strider::MaxYawSpeed()
  {
  	switch( GetActivity() )
  	{
  	case ACT_90_LEFT:
  	case ACT_90_RIGHT:
  		return 10;
  
  	case ACT_TURN_LEFT:
  	case ACT_TURN_RIGHT:
  		return 10;
  
  	case ACT_WALK:
  		return 10;
  
  	default:
  		return 10;		// should be zero, but this makes it easy to see when he's turning with default AI code
  		break;
  	}
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: 
  //-----------------------------------------------------------------------------
  void CNPC_Strider::DoMuzzleFlash( void )
  {
  	BaseClass::DoMuzzleFlash();
  	
  	CEffectData data;
  
  	data.m_nAttachmentIndex = LookupAttachment( "MiniGun" );
  	data.m_nEntIndex = entindex();
  	DispatchEffect( "StriderMuzzleFlash", data );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::ShootMinigun( const Vector *pTarget, float aimError, const Vector &vecSpread )
  {
  	if ( pTarget )
  	{
  		Vector muzzlePos;
  		QAngle muzzleAng;
  
  		GetAttachment( "minigun", muzzlePos, muzzleAng );
  		
  		Vector vecShootDir = *pTarget - muzzlePos;
  		VectorNormalize( vecShootDir );
  
  		if( m_bMinigunUseDirectFire )
  		{
  			// exactly on target w/tracer
  			FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunDirectAmmo, 1 );
  		}
  		else
  		{
  			// exactly on target w/tracer
  			FireBullets( 1, muzzlePos, vecShootDir, vecSpread, 8192, m_miniGunAmmo, 1 );
  		}
  
  		//g_pEffects->MuzzleFlash( muzzlePos, muzzleAng, random->RandomFloat( 2.0f, 4.0f ) , MUZZLEFLASH_TYPE_STRIDER );
  		DoMuzzleFlash();
  
  		EmitSound( "NPC_Strider.FireMinigun" );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::UpdateMinigunControls( float &yaw, float &pitch ) 
  {
  	SetPoseParameter( m_poseMiniGunYaw, yaw );
  	SetPoseParameter( m_poseMiniGunPitch, pitch );
  
  	yaw = GetPoseParameter( m_poseMiniGunYaw );
  	pitch = GetPoseParameter( m_poseMiniGunPitch );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::GetViewCone( StriderMinigunViewcone_t &cone )
  {
  	cone.origin = EyePosition();
  	GetVectors( &cone.axis, NULL, NULL );
  	cone.cosAngle = 0.5; // 60 degree cone
  	cone.length = 2048;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::OnMinigunStopShooting( CBaseEntity *pTarget )
  {
  	// Stop hating the focus.
  	if( GetFocus() && pTarget == GetFocus() )
  	{
  		AddEntityRelationship( GetFocus(), D_NU, 0 );
  	}
  
  	if( IsUsingAggressiveBehavior() )
  	{
  		// From now on, direct fire. 
  		m_bMinigunUseDirectFire = true;
  	}
  }
  
  //---------------------------------------------------------
  // How fast the minigun fires (rounds per second)
  //---------------------------------------------------------
  float CNPC_Strider::GetMinigunRateOfFire()
  {
  	if( IsUsingAggressiveBehavior() && m_bMinigunUseDirectFire )
  		return STRIDER_EP1_RATE_OF_FIRE;
  
  	return STRIDER_DEFAULT_RATE_OF_FIRE;
  }
  
  //---------------------------------------------------------
  // How much of shoot duration is spent firing directly at
  // the target (the balance of time is spent stitching towards)
  //---------------------------------------------------------
  float CNPC_Strider::GetMinigunOnTargetTime()
  {
  	if( IsUsingAggressiveBehavior() )
  	{
  		if( m_bMinigunUseDirectFire )
  		{
  			// On target the whole time. Just send a large number that
  			// will be clipped, since shooting duration is random and
  			// we don't know how long the burst will actually be.
  			return 100.0f;
  		}
  
  		return STRIDER_EP1_SHOOT_ON_TARGET_TIME;
  	}
  
  	return STRIDER_SHOOT_ON_TARGET_TIME;
  }
  
  //---------------------------------------------------------
  // How long (seconds) a burst of minigun fire lasts.
  //---------------------------------------------------------
  float CNPC_Strider::GetMinigunShootDuration()
  {
  	if( IsUsingAggressiveBehavior() )
  		return STRIDER_EP1_SHOOT_DURATION;
  
  	return STRIDER_DEFAULT_SHOOT_DURATION; 
  }
  
  //---------------------------------------------------------
  // How long (seconds) a strider must wait between bursts
  //---------------------------------------------------------
  float CNPC_Strider::GetMinigunShootDowntime()
  {
  	if( IsUsingAggressiveBehavior() )
  		return STRIDER_EP1_SHOOT_DOWNTIME;
  
  	return STRIDER_SHOOT_DOWNTIME;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  float CNPC_Strider::GetMinigunShootVariation()
  {
  	if( IsUsingAggressiveBehavior() )
  	{
  		if( m_bMinigunUseDirectFire )
  			return 0.0f;
  
  		return STRIDER_EP1_SHOOT_VARIATION;
  	}
  
  	return STRIDER_SHOOT_VARIATION;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::CannonPosition()
  {
  	Vector position;
  
  	// Currently just using the gun for the vertical component!
  	GetAttachment( "biggun", position );
  	position.x = GetAbsOrigin().x;
  	position.y = GetAbsOrigin().y;
  
  	return position;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  CBaseEntity *CNPC_Strider::GetCannonTarget()
  {
  	CBaseEntity *pTarget = m_hCannonTarget;
  	return pTarget;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::HasCannonTarget() const
  {
  	return ( m_hCannonTarget.Get() != NULL );
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::IsCannonTarget( CBaseEntity *pTarget ) const
  {
  	CBaseEntity *pCannonTarget = m_hCannonTarget;
  	if ( pCannonTarget && pCannonTarget == pTarget )
  	{
  		return true;
  	}
  
  	return false;
  }
  
  //---------------------------------------------------------
  // Purpose: Aim Gun at a target
  // Output : Returns true if you hit the target, false if not there yet
  //---------------------------------------------------------
  bool CNPC_Strider::AimCannonAt( CBaseEntity *pEntity, float flInterval )
  {
  	if ( !pEntity )
  		return true;
  
  	matrix3x4_t gunMatrix;
  	GetAttachment( gm_CannonAttachment, gunMatrix );
  
  	// transform the enemy into gun space
  	m_vecHitPos = pEntity->GetAbsOrigin();
  	Vector localEnemyPosition;
  	VectorITransform( pEntity->GetAbsOrigin(), gunMatrix, localEnemyPosition );
  	
  	// do a look at in gun space (essentially a delta-lookat)
  	QAngle localEnemyAngles;
  	VectorAngles( localEnemyPosition, localEnemyAngles );
  	
  	// convert to +/- 180 degrees
  	localEnemyAngles.x = UTIL_AngleDiff( localEnemyAngles.x, 0 );	
  	localEnemyAngles.y = UTIL_AngleDiff( localEnemyAngles.y, 0 );
  
  	float targetYaw = m_aimYaw + localEnemyAngles.y;
  	float targetPitch = m_aimPitch + localEnemyAngles.x;
  	
  	Vector unitAngles = Vector( localEnemyAngles.x, localEnemyAngles.y, localEnemyAngles.z ); 
  	float angleDiff = VectorNormalize(unitAngles);
  	const float aimSpeed = 16;
  
  	// Exponentially approach the target
  	float yawSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.y);
  	float pitchSpeed = fabsf(aimSpeed*flInterval*localEnemyAngles.x);
  
  	yawSpeed = MAX(yawSpeed,5);
  	pitchSpeed = MAX(pitchSpeed,5);
  
  	m_aimYaw = UTIL_Approach( targetYaw, m_aimYaw, yawSpeed );
  	m_aimPitch = UTIL_Approach( targetPitch, m_aimPitch, pitchSpeed );
  
  	SetPoseParameter( gm_YawControl, m_aimYaw );
  	SetPoseParameter( gm_PitchControl, m_aimPitch );
  
  	// read back to avoid drift when hitting limits
  	// as long as the velocity is less than the delta between the limit and 180, this is fine.
  	m_aimPitch = GetPoseParameter( gm_PitchControl );
  	m_aimYaw = GetPoseParameter( gm_YawControl );
  
  	// UNDONE: Zero out any movement past the limit and go ahead and fire if the strider hit its 
  	// target except for clamping.  Need to clamp targets to limits and compare?
  	if ( angleDiff < 1 )
  		return true;
  
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::FireCannon() 
  {
  	ASSERT( m_hCannonTarget != NULL );
  	if ( !m_hCannonTarget )
  	{
  		DevMsg( "Strider firing cannon at NULL target\n" );
  		
  		// Turn the cannon off
  		EntityMessageBegin( this, true );
  			WRITE_BYTE( STRIDER_MSG_DEAD );
  		MessageEnd();
  
  		return;
  	}
  
  	if ( GetNextThink( "CANNON_HIT" ) > gpGlobals->curtime )
  	{
  		DevMsg( "Strider refiring cannon?\n" );
  		return;
  	}
  
  	m_nextShootTime = gpGlobals->curtime + 5;
  	trace_t tr;
  	Vector vecShootPos;
  	GetAttachment( gm_CannonAttachment, vecShootPos );
  
  	Vector vecShootDir;
  	vecShootDir = m_hCannonTarget->WorldSpaceCenter() - vecShootPos;
  	float flDist = VectorNormalize( vecShootDir );
  
  	AI_TraceLine( vecShootPos, vecShootPos + vecShootDir * flDist, MASK_SHOT, this, COLLISION_GROUP_NONE, &tr );
  	m_blastHit = tr.endpos;
  	m_blastHit += tr.plane.normal * 16;
  	m_blastNormal = tr.plane.normal;
  
  	// tell the client side effect to complete
  	EntityMessageBegin( this, true );
  		WRITE_BYTE( STRIDER_MSG_BIG_SHOT );
  		WRITE_VEC3COORD( tr.endpos );
  	MessageEnd();
  
  	CPASAttenuationFilter filter2( this, "NPC_Strider.Shoot" );
  	EmitSound( filter2, entindex(), "NPC_Strider.Shoot");
  	SetContextThink( &CNPC_Strider::CannonHitThink, gpGlobals->curtime + 0.2f, "CANNON_HIT" );
  }
  
  void CNPC_Strider::CannonHitThink()
  {
  	CBaseEntity *pCannonTarget = m_hCannonTarget;
  	if ( pCannonTarget )
  	{
  		bool fAlive = pCannonTarget->IsAlive();
  
  		CreateConcussiveBlast( m_blastHit, m_blastNormal, this, 2.5 );
  
  		// If the target was alive, check to make sure it is now dead. If not,
  		// Kill it and warn the designer.
  		if( fAlive && pCannonTarget->IsAlive() )
  		{
  			DevWarning("* * * * * * * * * * * * * * *\n");
  			DevWarning("NASTYGRAM: STRIDER failed to kill its cannon target. Killing directly...\n");
  			DevWarning("* * * * * * * * * * * * * * *\n");
  
  			CTakeDamageInfo info;
  
  			info.SetDamage( pCannonTarget->GetHealth() );
  			info.SetDamageType( DMG_GENERIC );
  			info.SetAttacker( this );
  			info.SetInflictor( this );
  
  			pCannonTarget->TakeDamage( info );
  		}
  		
  		// Clear this guy now that we've shot him
  		m_hCannonTarget = NULL;
  	}
  
  	// Allow the cannon back on.
  	m_pMinigun->StopShootingForSeconds( this, m_pMinigun->GetTarget(), 1 );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
  {
  	if ( !HasMemory( bits_MEMORY_PROVOKED ) )
  	{
  		// if the player threw this in the last 1 seconds
  		CBasePlayer *pPlayer = pEvent->pEntities[!index]->HasPhysicsAttacker( 1 );
  		if ( pPlayer )
  		{
  			GetEnemies()->ClearMemory( pPlayer );
  			Remember( bits_MEMORY_PROVOKED );
  			SetCondition( COND_LIGHT_DAMAGE );
  		}
  	}
  
  	int otherIndex = !index;
  	CBaseEntity *pOther = pEvent->pEntities[otherIndex];
  	if ( pOther && UTIL_IsCombineBall( pOther ) )
  	{
  		Vector damagePos;
  		pEvent->pInternalData->GetContactPoint( damagePos );
  		CTakeDamageInfo dmgInfo( pOther, pOther, vec3_origin, damagePos, (m_iMaxHealth / 3) + 1, DMG_BLAST | DMG_PREVENT_PHYSICS_FORCE );
  
  		// FIXME: is there a better way for physics objects to keep track of what root entity responsible for them moving?
  		CBasePlayer *pPlayer = pOther->HasPhysicsAttacker( 1.0 );
  		if (pPlayer)
  		{
  			dmgInfo.SetAttacker( pPlayer );
  		}
  
  		// UNDONE: Find one near damagePos?
  		m_nForceBone = 0;
  		PhysCallbackDamage( this, dmgInfo, *pEvent, index );
  		return;
  	}
  
  	BaseClass::VPhysicsShadowCollision( index, pEvent );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
  {
  	// Let normal hitbox code handle rays
  	if ( mask & CONTENTS_HITBOX )
  	{
  		return BaseClass::TestCollision( ray, mask, trace );
  	}
  
  	if ( IntersectRayWithBox( ray, WorldAlignMins() + GetAbsOrigin(), WorldAlignMaxs() + GetAbsOrigin(), DIST_EPSILON, &trace ) )
  	{
  		trace.hitbox = 0;
  		trace.hitgroup = HITGROUP_HEAD;
  		return true;
  	}
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::CarriedByDropship()
  {
  	if( GetOwnerEntity() && FClassnameIs( GetOwnerEntity(), "npc_combinedropship" ) )
  		return true;
  
  	return false;
  }
  
  //---------------------------------------------------------
  // Carried by a dropship
  //---------------------------------------------------------
  void CNPC_Strider::CarriedThink()
  {
  	SetNextThink( gpGlobals->curtime + 0.05 );
  	StudioFrameAdvance();
  
  	Vector vecGround = GetAbsOrigin();
  	TranslateNavGoal( NULL, vecGround );
  
  	if( !CarriedByDropship() )
  	{
  		SetSolid( SOLID_BBOX );
  		SetThink ( &CAI_BaseNPC::CallNPCThink );
  	}
  }
  
  
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::LeftFootHit( float eventtime )
  {
  	Vector footPosition;
  	QAngle angles;
  
  	GetAttachment( "left foot", footPosition, angles );
  
  	if ( hl2_episodic.GetBool() )
  	{
  		CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
  		EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
  	}
  	else
  	{
  		CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
  		EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
  	}
  
  	FootFX( footPosition );
  
  	return footPosition;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::RightFootHit( float eventtime )
  {
  	Vector footPosition;
  
  	GetAttachment( "right foot", footPosition );
  	
  	if ( hl2_episodic.GetBool() )
  	{
  		CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
  		EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
  	}
  	else
  	{
  		CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
  		EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
  	}
  
  	FootFX( footPosition );
  
  	return footPosition;
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::BackFootHit( float eventtime )
  {
  	Vector footPosition;
  
  	GetAttachment( "back foot", footPosition );
  
  	if ( hl2_episodic.GetBool() )
  	{
  		CPASAttenuationFilter filter( this, "NPC_Strider.FootstepEverywhere" );
  		EmitSound( filter, 0, "NPC_Strider.FootstepEverywhere", &footPosition, eventtime );
  	}
  	else
  	{
  		CPASAttenuationFilter filter( this, "NPC_Strider.Footstep" );
  		EmitSound( filter, 0, "NPC_Strider.Footstep", &footPosition, eventtime );
  	}
  
  	FootFX( footPosition );
  
  	return footPosition;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  static Vector GetAttachmentPositionInSpaceOfBone( CStudioHdr *pStudioHdr, const char *pAttachmentName, int outputBoneIndex )
  {
  	int attachment = Studio_FindAttachment( pStudioHdr, pAttachmentName );
  
  	Vector localAttach;
  	const mstudioattachment_t &pAttachment = pStudioHdr->pAttachment(attachment);
  	int iBone = pStudioHdr->GetAttachmentBone( attachment );
  	MatrixGetColumn( pAttachment.local, 3, localAttach );
  
  	matrix3x4_t inputToOutputBone;
  	Studio_CalcBoneToBoneTransform( pStudioHdr, iBone, outputBoneIndex, inputToOutputBone );
  	
  	Vector out;
  	VectorTransform( localAttach, inputToOutputBone, out );
  
  	return out;
  }
  
  //-------------------------------------
  
  void CNPC_Strider::StompHit( int followerBoneIndex )
  {
  	CStudioHdr *pStudioHdr = GetModelPtr();
  	physfollower_t *bone = m_BoneFollowerManager.GetBoneFollower( followerBoneIndex );
  	if ( !bone )
  		return;
  
  	const char *pBoneNames[] = {"left skewer", "right skewer" };
  	int nameIndex = followerBoneIndex == STRIDER_LEFT_LEG_FOLLOWER_INDEX ? 0 : 1;
  	Vector localHit = GetAttachmentPositionInSpaceOfBone( pStudioHdr, pBoneNames[nameIndex], bone->boneIndex );
  	IPhysicsObject *pLegPhys = bone->hFollower->VPhysicsGetObject();
  
  	// now transform into the worldspace of the current position of the leg's physics
  	matrix3x4_t legToWorld;
  	pLegPhys->GetPositionMatrix( &legToWorld );
  	Vector hitPosition;
  	VectorTransform( localHit, legToWorld, hitPosition );
  
  	//NDebugOverlay::Box( hitPosition, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 1.0 );
  	CBaseEntity *pEnemy = GetEnemy();
  	CAI_BaseNPC *pNPC = pEnemy ? pEnemy->MyNPCPointer() : NULL;
  	bool bIsValidTarget = pNPC && pNPC->GetModelPtr();
  	if ( HasSpawnFlags( SF_CAN_STOMP_PLAYER ) )
  	{
  		bIsValidTarget = bIsValidTarget || ( pEnemy && pEnemy->IsPlayer() );
  	}
  
  	if ( !bIsValidTarget )
  		return;
  
  	Vector delta;
  	VectorSubtract( pEnemy->GetAbsOrigin(), hitPosition, delta );
  	if ( delta.LengthSqr() > (STRIDER_STOMP_RANGE * STRIDER_STOMP_RANGE) )
  		return;
  
  	// DVS E3 HACK: Assume we stab our victim midway between their eyes and their center.
  	Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f;
  	hitPosition = pEnemy->GetAbsOrigin();
  
  	Vector footPosition;
  	GetAttachment( "left foot", footPosition );
  
  	CPASAttenuationFilter filter( this, "NPC_Strider.Skewer" );
  	EmitSound( filter, 0, "NPC_Strider.Skewer", &hitPosition );
  
  	CTakeDamageInfo damageInfo( this, this, 500, DMG_CRUSH );
  	Vector forward;
  	pEnemy->GetVectors( &forward, NULL, NULL );
  	damageInfo.SetDamagePosition( hitPosition );
  	damageInfo.SetDamageForce( -50 * 300 * forward );
  	pEnemy->TakeDamage( damageInfo );
  
  	if ( !pNPC || pNPC->IsAlive() )
  		return;
  
  	Vector vecBloodDelta = footPosition - vecStabPos;
  	vecBloodDelta.z = 0; // effect looks better 
  	VectorNormalize( vecBloodDelta );
  	UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 8, FX_BLOODSPRAY_ALL );
  	UTIL_BloodSpray( vecStabPos + vecBloodDelta * 4, vecBloodDelta, BLOOD_COLOR_RED, 11, FX_BLOODSPRAY_DROPS );
  	CBaseEntity *pRagdoll = CreateServerRagdollAttached( pNPC, vec3_origin, -1, COLLISION_GROUP_DEBRIS, pLegPhys, this, bone->boneIndex, vecStabPos, -1, localHit );
  	if ( pRagdoll )
  	{
  		// the strider might drag this through the world
  		pRagdoll->AddSolidFlags( FSOLID_NOT_SOLID );
  
  		m_hRagdoll = pRagdoll;
  		m_ragdollTime = gpGlobals->curtime + 10;
  		UTIL_Remove( pNPC );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CNPC_Strider::FootFX( const Vector &origin )
  {
  	trace_t tr;
  	AI_TraceLine( origin + Vector(0, 0, 48), origin - Vector(0,0,100), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr );
  	float yaw = random->RandomInt(0,120);
  	
  	if ( UTIL_PointContents( tr.endpos + Vector( 0, 0, 1 ) ) & MASK_WATER )
  	{
  		float flWaterZ = UTIL_FindWaterSurface( tr.endpos, tr.endpos.z, tr.endpos.z + 100.0f );
  
  		CEffectData	data;
  		data.m_fFlags = 0;
  		data.m_vOrigin = tr.endpos;
  		data.m_vOrigin.z = flWaterZ;
  		data.m_vNormal = Vector( 0, 0, 1 );
  		data.m_flScale = random->RandomFloat( 10.0, 14.0 );
  
  		DispatchEffect( "watersplash", data );
  	}
  	else
  	{
  		for ( int i = 0; i < 3; i++ )
  		{
  			Vector dir = UTIL_YawToVector( yaw + i*120 ) * 10;
  			VectorNormalize( dir );
  			dir.z = 0.25;
  			VectorNormalize( dir );
  			g_pEffects->Dust( tr.endpos, dir, 12, 50 );
  		}
  	}
  	UTIL_ScreenShake( tr.endpos, 4.0, 1.0, 0.5, 1000, SHAKE_START, false );
  	
  	if ( npc_strider_shake_ropes_radius.GetInt() )
  	{
  		CRopeKeyframe::ShakeRopes( tr.endpos, npc_strider_shake_ropes_radius.GetFloat(), npc_strider_shake_ropes_magnitude.GetFloat() );
  	}
  
  	//
  	// My feet are scary things! NOTE: We might want to make danger sounds as the feet move
  	// through the air. Then soldiers could run from the feet, which would look cool.
  	//
  	CSoundEnt::InsertSound( SOUND_DANGER|SOUND_CONTEXT_EXCLUDE_COMBINE, tr.endpos, 512, 1.0f, this );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  Vector CNPC_Strider::CalculateStompHitPosition( CBaseEntity *pEnemy )
  {
  	Vector skewerPosition, footPosition;
  	GetAttachment( "left skewer", skewerPosition );
  	GetAttachment( "left foot", footPosition );
  	Vector vecStabPos = ( pEnemy->WorldSpaceCenter() + pEnemy->EyePosition() ) * 0.5f;
  
  	return vecStabPos - skewerPosition + footPosition;
  }
  
  //-----------------------------------------------------------------------------
  // Strider Navigation
  //-----------------------------------------------------------------------------
  
  static void MoveToGround( Vector *position, CBaseEntity *ignore, const Vector &mins, const Vector &maxs )
  {
  	trace_t tr;
  	// Find point on floor where enemy would stand at chasePosition
  	Vector floor = *position;
  	floor.z -= 1024;
  	AI_TraceHull( *position, floor, mins, maxs, MASK_NPCSOLID_BRUSHONLY, ignore, COLLISION_GROUP_NONE, &tr );
  	if ( tr.fraction < 1 )
  	{
  		position->z = tr.endpos.z;
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void AdjustStriderNodePosition( CAI_Network *pNetwork, CAI_Node *pNode )
  {
  	if ( pNode->GetHint() && pNode->GetHint()->HintType() == HINT_STRIDER_NODE )
  	{
  		CNPC_Strider *pStrider = (CNPC_Strider *)gEntList.FindEntityByClassname( NULL, "npc_strider" );
  		bool bCreated = false;
  		if ( !pStrider )
  		{
  			bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
  			CBaseEntity::SetAllowPrecache( true );
  			pStrider = (CNPC_Strider *)CreateEntityByName( "npc_strider" );
  			pStrider->m_bDisableBoneFollowers = true; // don't create these since we're just going to destroy him
  			DispatchSpawn( pStrider );
  			CBaseEntity::SetAllowPrecache( allowPrecache );
  			bCreated = true;
  		}
  
  		if ( pStrider )
  		{
  			pStrider->TranslateNavGoal( NULL, pNode->AccessOrigin() );
  			if ( bCreated )
  				UTIL_Remove( pStrider );
  		}
  	}
  }
  
  
  //---------------------------------------------------------
  // Implement a navigator so that the strider can get closer to the ground when he's walking on a slope
  // This gives him enough reach for his legs to IK to lower ground points
  //---------------------------------------------------------
  void LookaheadPath( const Vector &current, AI_Waypoint_t *pWaypoint, float dist, Vector &nextPos )
  {
  	if ( !pWaypoint )
  		return;
  
  	Vector dir = pWaypoint->GetPos() - current;
  	float dist2D = dir.Length2D();
  	if ( dist2D > 0.1 )
  	{
  		if ( dist <= dist2D )
  		{
  			nextPos = ((dist / dist2D) * dir) + current;
  			return;
  		}
  	}
  	nextPos = pWaypoint->GetPos();
  	dist -= dist2D;
  	dir = nextPos;
  	
  	LookaheadPath( dir, pWaypoint->GetNext(), dist, nextPos );
  }
  
  //---------------------------------------------------------
  // Find the forward slope and lower the strider height when moving downward
  //---------------------------------------------------------
  void CNPC_Strider::CNavigator::MoveCalcBaseGoal( AILocalMoveGoal_t *pMoveGoal )
  {
  	BaseClass::MoveCalcBaseGoal( pMoveGoal );
  	Vector dest = pMoveGoal->target;
  	LookaheadPath( GetAbsOrigin(), pMoveGoal->pPath->GetCurWaypoint(), CNPC_Strider::gm_strideLength, dest );
  
  	//NDebugOverlay::Box( dest, Vector(-16,-16,-16), Vector(16,16,16), 0, 255, 0, 255, 0.1 );
  	Vector unitDir = pMoveGoal->dir * CNPC_Strider::gm_strideLength;
  	unitDir.z = dest.z - GetAbsOrigin().z;
  	VectorNormalize( unitDir );
  	float heightAdj = unitDir.z * CNPC_Strider::gm_strideLength;
  	pMoveGoal->flags |= ( AILMG_NO_STEER | AILMG_NO_AVOIDANCE_PATHS );
  	if ( heightAdj < -1 )
  	{
  		heightAdj = clamp( heightAdj, -192, 0 );
  		pMoveGoal->target.z += heightAdj;
  		pMoveGoal->dir = unitDir * CNPC_Strider::gm_strideLength * 0.1;
  		pMoveGoal->dir.z += heightAdj;
  		VectorNormalize( pMoveGoal->dir );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::CNavigator::MoveUpdateWaypoint( AIMoveResult_t *pResult )
  {
  	// Note that goal & waypoint tolerances are handled in progress blockage cases (e.g., OnObstructionPreSteer)
  
  	AI_Waypoint_t *pCurWaypoint = GetPath()->GetCurWaypoint();
  	float 		   waypointDist = (pCurWaypoint->GetPos() - GetAbsOrigin()).Length2D();
  	bool		   bIsGoal		= CurWaypointIsGoal();
  	// HACKHACK: adjust this tolerance
  	// The strider is following paths most of the time, but he needs a bunch of freedom
  	// to adjust himself to make his feet look good.
  	float		   tolerance	= 10.0;
  
  	if ( waypointDist <= tolerance )
  	{
  		if ( bIsGoal )
  		{
  			OnNavComplete();
  			*pResult = AIMR_OK;
  			
  		}
  		else
  		{
  			AdvancePath();
  			*pResult = AIMR_CHANGE_TYPE;
  		}
  		return true;
  	}
  	
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::CNavigator::DoFindPathToPos()
  {
  	DbgNavMsg(  GetOuter(), "Strider overriding DoFindPathToPos\n");
  	if ( BaseClass::DoFindPathToPos() )
  	{
  		// Do special optimization on our first path segment
  		DbgNavMsg(  GetOuter(), "Strider base pathfind worked\n");
  		CAI_WaypointList waypoints( GetPath()->GetCurWaypoint() );
  		AI_Waypoint_t *pFirstWaypoint = waypoints.GetFirst();
  		AI_Waypoint_t *pLast = waypoints.GetLast();
  
  		if ( pFirstWaypoint->IsReducible() && 
  			 pFirstWaypoint->GetNext() && 
  			 pFirstWaypoint->GetNext()->iNodeID != NO_NODE && 
  			 pFirstWaypoint->GetNext()->NavType() == GetNavType() )
  		{
  			// Find nearest point on the line segment of our path
  			Vector vOrigin = GetOuter()->GetAbsOrigin();
  			Vector vClosest;
  			CalcClosestPointOnLineSegment( vOrigin,
  				pFirstWaypoint->GetPos(), 
  				pFirstWaypoint->GetNext()->GetPos(), 
  				vClosest );
  
  			// Find both these positions as offset from the ground
  			TranslateNavGoal( GetPath()->GetTarget(), vClosest );
  			TranslateNavGoal( GetPath()->GetTarget(), vOrigin );
  
  			// If we're seemingly beyond the waypoint and our hull is near enough to the path segment, advance to the next node
  			const float EPS = 0.1f;
  			bool bPastStartNode = ( ( pFirstWaypoint->GetPos() - vClosest ).Length() > EPS );
  			bool bNearPathSegment = ( ( vOrigin - vClosest ).Length() < GetHullWidth() * 0.5f );
  			if ( bPastStartNode && bNearPathSegment )
  			{
  				GetPath()->Advance();
  			}
  		}
  
  		if ( pLast->iNodeID == NO_NODE )
  		{
  			AI_Waypoint_t *pLastNodeWaypoint = pLast->GetPrev();
  
  			if ( pLastNodeWaypoint && pLastNodeWaypoint->iNodeID == NO_NODE )
  			{
  				// Pathfinder triangulated to goal
  				Assert( pLastNodeWaypoint->GetPrev() );
  				if ( pLastNodeWaypoint->GetPrev() )
  				{
  					pLastNodeWaypoint->GetPrev()->SetNext( pLast );
  					delete pLastNodeWaypoint;
  					pLastNodeWaypoint = pLast->GetPrev();
  				}
  			}
  
  			Assert( pLastNodeWaypoint );
  			if ( pLastNodeWaypoint )
  			{
  				Assert( pLastNodeWaypoint->iNodeID != NO_NODE );
  				if ( pLastNodeWaypoint->iNodeID != NO_NODE )
  				{
  					CAI_Node *pLastNode = GetNetwork()->GetNode( pLastNodeWaypoint->iNodeID );
  					float bestDistSq = ( pLast->vecLocation - pLastNodeWaypoint->vecLocation ).LengthSqr();
  					Vector vNewEnd = vec3_invalid;
  					int segmentDestClosest = NO_NODE;
  
  					for (int link=0; link < pLastNode->NumLinks();link++) 
  					{
  						CAI_Link *pLink = pLastNode->GetLinkByIndex(link);
  						if ( !( pLink->m_LinkInfo & bits_LINK_OFF ) && (pLink->m_iAcceptedMoveTypes[GetHullType()] & bits_CAP_MOVE_FLY) )
  						{
  							CAI_Node *pTestNode = GetNetwork()->GetNode( pLink->DestNodeID( pLastNodeWaypoint->iNodeID ) );
  							if ( pTestNode->GetHint() && pTestNode->GetHint()->HintType() == HINT_STRIDER_NODE )
  							{
  								Vector vClosest;
  								CalcClosestPointOnLineSegment( pLast->vecLocation, 
  															   pLastNodeWaypoint->vecLocation, pTestNode->GetPosition(GetHullType()), 
  															   vClosest );
  								float distTestSq = ( pLast->vecLocation - vClosest ).LengthSqr();
  								if ( distTestSq < bestDistSq )
  								{
  									bestDistSq = distTestSq;
  									vNewEnd = vClosest;
  									segmentDestClosest = pTestNode->GetId();
  								}
  							}
  						}
  					}
  					
  					if ( vNewEnd == vec3_invalid )
  					{
  						DbgNavMsg(  GetOuter(), "Strider resetting goal to last node waypoint\n");
  						pLastNodeWaypoint->SetNext( NULL );
  						pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true );
  						delete pLast;
  					}
  					else if ( !pLastNodeWaypoint->GetPrev() || pLastNodeWaypoint->GetPrev()->iNodeID != segmentDestClosest )
  					{
  						DbgNavMsg(  GetOuter(), "Strider resetting goal to nearest point on graph\n");
  						pLast->vecLocation = vNewEnd;
  					}
  					else
  					{
  						DbgNavMsg(  GetOuter(), "Strider resetting goal to nearest point on graph, on node\n");
  						pLastNodeWaypoint->vecLocation = vNewEnd;
  						pLastNodeWaypoint->SetNext( NULL );
  						pLastNodeWaypoint->ModifyFlags( bits_WP_TO_GOAL, true );
  						delete pLast;
  					}
  					GetPath()->ResetGoalPosition( GetPath()->GetGoalWaypoint()->vecLocation );
  				}
  			}
  		}
  		else
  			DbgNavMsg(  GetOuter(), "Goal ended on node\n");
  		return true;
  	}
  	else
  		DbgNavMsg(  GetOuter(), "Strider base pathfind failed\n");
  
  	return false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::CNavigator::ShouldOptimizeInitialPathSegment( AI_Waypoint_t *pFirstWaypoint )
  {
  	// We do our own special initial path optimization DoFindPathToPos()
  	return false;
  }
  
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CNPC_Strider::CNavigator::GetStoppingPath( CAI_WaypointList *pClippedWaypoints )
  {
  	return false;
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: Returns if a bone follower is a leg piece or not
  // Input  : *pFollower - Bone follower we're testing
  // Output : Returns true if the bone follower is a part of the strider's legs
  //-----------------------------------------------------------------------------
  bool CNPC_Strider::IsLegBoneFollower( CBoneFollower *pFollower )
  {
  	// Find the index of this bone follower, if we have it
  	int nFollowerIndex = GetBoneFollowerIndex( pFollower );
  	if ( nFollowerIndex	== -1 )
  		return false;
  
  	// See if we're a leg
  	if ( nFollowerIndex >= STRIDER_LEFT_LEG_FOLLOWER_INDEX &&
  		 nFollowerIndex <= STRIDER_BACK_UPPERLEG_FOLLOWER_INDEX )
  		 return true;
  
  	// We're something else
  	return false;
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: Finds a bone follower via a supplied index
  // Input  : nIndex - index our bone follower manager will use to retrieve the follower
  // Output : NULL if not found, otherwise the bone follower we were seeking
  //-----------------------------------------------------------------------------
  CBoneFollower *CNPC_Strider::GetBoneFollowerByIndex( int nIndex )
  {
  	physfollower_t *pFollower = m_BoneFollowerManager.GetBoneFollower( nIndex );
  	if ( pFollower != NULL )
  		return pFollower->hFollower;
  	
  	return NULL;
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: Returns the index of a bone follower in our system
  // Input  : *pFollower - Follower we're looking for
  // Output : -1 if not found, otherwise the index of the follower
  //-----------------------------------------------------------------------------
  int CNPC_Strider::GetBoneFollowerIndex( CBoneFollower *pFollower )
  {
  	return m_BoneFollowerManager.GetBoneFollowerIndex( pFollower );
  }
  
  //-----------------------------------------------------------------------------
  // Purpose: The strider ignores certain entities this way
  // Input  : *pEntity - Entity in question
  // Output : Returns true if we should collide with the entity
  //-----------------------------------------------------------------------------
  bool CNPC_Strider::ShouldProbeCollideAgainstEntity( CBaseEntity *pEntity )
  {
  	if ( pEntity->m_iClassname == m_iszStriderBusterName )
  		return false;
  
  	return BaseClass::ShouldProbeCollideAgainstEntity( pEntity );
  }
  
  
  //-----------------------------------------------------------------------------
  // Purpose: Lets us keep track of attached Strider busters
  // Input  : *pAttached - strider buster that is attached
  //-----------------------------------------------------------------------------
  #ifdef HL2_EPISODIC
  void CNPC_Strider::StriderBusterAttached( CBaseEntity *pAttached )
  {
  	// Add another to the list
  	m_hAttachedBusters.AddToTail( pAttached );
  	m_PlayerFreePass.Revoke();
  
  	variant_t target;
  	target.SetString( AllocPooledString( "!player" ) );
  	g_EventQueue.AddEvent( this, "UpdateEnemyMemory", target, 1.0, this, this );
  }
  
  
  void CNPC_Strider::StriderBusterDetached( CBaseEntity *pAttached )
  {
  	int elem = m_hAttachedBusters.Find(pAttached);
  	if (elem >= 0)
  	{
  		m_hAttachedBusters.FastRemove(elem);
  	}
  }
  
  #endif // HL2_EPISODIC
  
  //-----------------------------------------------------------------------------
  //
  // Strider Minigun
  //
  //-----------------------------------------------------------------------------
  
  BEGIN_DATADESC_NO_BASE( CStriderMinigun )
  
  	DEFINE_FIELD( m_enable,				FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_minigunState,		FIELD_INTEGER ),
  	DEFINE_FIELD( m_nextBulletTime,		FIELD_TIME ),
  	DEFINE_FIELD( m_burstTime,			FIELD_TIME ),
  	DEFINE_FIELD( m_nextTwitchTime,		FIELD_TIME ),
  	DEFINE_FIELD( m_randomState,		FIELD_INTEGER ),
  	DEFINE_FIELD( m_hTarget,			FIELD_EHANDLE ),
  	DEFINE_FIELD( m_bWarnedAI,			FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_shootDuration,		FIELD_TIME ),
  	DEFINE_FIELD( m_vecAnchor,			FIELD_VECTOR ),
  	DEFINE_FIELD( m_bOverrideEnemy,		FIELD_BOOLEAN ),
  	DEFINE_FIELD( m_vecLastTargetPos,	FIELD_VECTOR ),
  	DEFINE_FIELD( m_iOnTargetShots,		FIELD_INTEGER ),
  
  	// Silence, Classcheck!
  	// DEFINE_FIELD( m_yaw, StriderMinigunAnimController_t ),
  	// DEFINE_FIELD( m_pitch, StriderMinigunAnimController_t ),
  	
  	DEFINE_FIELD( m_yaw.current,		FIELD_FLOAT ),
  	DEFINE_FIELD( m_yaw.target,			FIELD_FLOAT ),
  	DEFINE_FIELD( m_yaw.rate,			FIELD_FLOAT ),
  	DEFINE_FIELD( m_pitch.current,		FIELD_FLOAT ),
  	DEFINE_FIELD( m_pitch.target,		FIELD_FLOAT ),
  	DEFINE_FIELD( m_pitch.rate,			FIELD_FLOAT ),
  
  
  END_DATADESC()
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::Init()
  {
  	m_enable = true;
  	m_nextTwitchTime = gpGlobals->curtime;
  	m_randomState = 0;
  	m_yaw.current = m_yaw.target = 0;
  	m_pitch.current = m_pitch.target = 0;
  	m_yaw.rate = 360;
  	m_pitch.rate = 180;
  
  	SetState( MINIGUN_OFF );
  	m_burstTime = gpGlobals->curtime;
  	m_nextBulletTime = FLT_MAX;
  	m_vecAnchor = vec3_invalid;
  	m_shootDuration = STRIDER_DEFAULT_SHOOT_DURATION;
  	m_bOverrideEnemy = false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  bool CStriderMinigun::ShouldFindTarget( IMinigunHost *pHost )
  {
  	ASSERT( pHost != NULL );
  
  	if( !GetTarget() )
  	{
  		// No target. Find one.
  		return true;
  	}
  
  	if( m_bOverrideEnemy )
  	{
  		return false;
  	}
  
  	if( pHost->GetEntity()->GetEnemy() )
  	{
  		return GetTarget() != pHost->GetEntity()->GetEnemy();
  	}
  
  	return true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  float CStriderMinigun::GetAimError()
  {
  	return fabs(m_yaw.target-m_yaw.current) + fabs(m_pitch.target-m_pitch.current);
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::AimAtPoint( IStriderMinigunHost *pHost, const Vector &vecPoint, bool bSnap )
  {
  	matrix3x4_t gunMatrix;
  	CAI_BaseNPC *pOwner = pHost->GetEntity();
  
  	int mingunAttachment = pOwner->LookupAttachment( "minigunbase" );
  	pOwner->GetAttachment( mingunAttachment, gunMatrix );
  
  	Vector forward, pos;
  	MatrixGetColumn( gunMatrix, 0, forward );
  	MatrixGetColumn( gunMatrix, 3, pos );
  
  	// transform the point into gun space
  	Vector localPointPosition;
  	VectorITransform( vecPoint, gunMatrix, localPointPosition );
  	
  	// do a look at in gun space (essentially a delta-lookat)
  	QAngle localPointAngles;
  	VectorAngles( localPointPosition, localPointAngles );
  
  	// convert to +/- 180 degrees
  	float pdiff, ydiff;
  	pdiff = UTIL_AngleDiff( localPointAngles.x, 0 );
  	ydiff = UTIL_AngleDiff( localPointAngles.y, 0 );
  
  	m_pitch.target += 0.5 * pdiff;
  	m_yaw.target -= 0.5 * ydiff;
  
  	m_pitch.target = MAX( MINIGUN_MIN_PITCH, m_pitch.target );
  	m_pitch.target = MIN( MINIGUN_MAX_PITCH, m_pitch.target );
  	m_yaw.target = MAX( MINIGUN_MIN_YAW, m_yaw.target );
  	m_yaw.target = MIN( MINIGUN_MAX_YAW, m_yaw.target );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::AimAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bSnap )
  {
  	if ( pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
  	{
  		Vector vecTargetPos = pTarget->BodyTarget( pHost->GetEntity()->EyePosition() );
  		AimAtPoint( pHost, vecTargetPos, bSnap );
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::ShootAtTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float shootTime )
  {
  	if ( !pTarget && !(CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI) )
  		return;
  
  	variant_t emptyVariant;
  	pTarget->AcceptInput( "InputTargeted", pHost->GetEntity(), pHost->GetEntity(), emptyVariant, 0 );
  	Enable( NULL, true );
  	if ( shootTime <= 0 )
  	{
  		shootTime = random->RandomFloat( 4, 8 );
  	}
  	SetTarget( pHost, pTarget, true );
  
  	StartShooting( pHost, pTarget, shootTime );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::StartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration )
  {
  	bool bHasSetAnchor = false;
  
  	SetState( MINIGUN_SHOOTING );
  	
  	m_nextBulletTime = gpGlobals->curtime;
  	m_burstTime = gpGlobals->curtime + duration;
  
  	m_shootDuration = duration;
  
  	// don't twitch while shooting
  	m_nextTwitchTime = FLT_MAX;
  
  	if( pTarget->IsPlayer() )
  	{
  		// Don't shoot a player in the back if they aren't looking. 
  		// Give them a chance to see they're being fired at.
  		CBasePlayer *pPlayer = dynamic_cast<CBasePlayer*>(pTarget);
  
  		if( !pPlayer->FInViewCone( pHost->GetEntity() ) )
  		{
  			// Player doesn't see me. Try to start shooting so that they can see
  			// the bullet impacts.
  			m_vecAnchor = pPlayer->EyePosition();
  
  			Vector vecPlayerLook;
  			Vector vecToPlayer;
  
  			// Check in 2D.
  			vecPlayerLook = pPlayer->EyeDirection3D();
  			vecPlayerLook.z = 0.0;
  			VectorNormalize( vecPlayerLook );
  
  			vecToPlayer = pPlayer->EyePosition() - pHost->GetEntity()->EyePosition();
  			vecToPlayer.z = 0.0;
  			VectorNormalize( vecToPlayer );
  
  			float flDot = DotProduct( vecToPlayer, vecPlayerLook );
  
  			if( flDot < 0.95 )
  			{
  				// If the player is looking sufficiently to a side, start 30 feet out in that direction.
  				m_vecAnchor += pPlayer->EyeDirection3D() * 320;
  				bHasSetAnchor = true;
  			}
  			else
  			{
  				// Start over their head, cause firing the direction they are looking will drill them.
  				// in the back!
  				m_vecAnchor += Vector( 0, 0, random->RandomFloat( 160, 240 ) );
  
  				// Move it to one side of the other randomly, just to get it off center.
  				Vector right;
  				pPlayer->GetVectors( NULL, &right, NULL );
  				m_vecAnchor += right * random->RandomFloat( -100, 100 );
  				bHasSetAnchor = true;
  			}
  		}
  	}
  
  	if( !bHasSetAnchor )
  	{
  		m_vecAnchor = pTarget->WorldSpaceCenter();
  
  		Vector right;
  		pTarget->GetVectors( NULL, &right, NULL );
  
  		// Start 5 or 10 feet off target.
  		Vector offset = right * random->RandomFloat( 60, 120 );
  		
  		// Flip a coin to decide left or right.
  		if( random->RandomInt( 0, 1 ) == 0 )
  		{
  			offset *= -1;
  		}
  
  		m_vecAnchor += offset;
  
  		// Start below them, too.
  		m_vecAnchor.z -= random->RandomFloat( 80, 200 );
  	}
  
  	pHost->OnMinigunStartShooting( pTarget );
  }
  
  //---------------------------------------------------------
  // Fixes up the math for stitching.
  //---------------------------------------------------------
  void CStriderMinigun::ExtendShooting( float timeExtend )
  {
  	m_burstTime = gpGlobals->curtime + timeExtend;
  	m_shootDuration = timeExtend;
  	m_bWarnedAI = false;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::SetShootDuration( float duration )
  {
  }
  
  //---------------------------------------------------------
  // Is the gun turned as far as it can go?
  //---------------------------------------------------------
  bool CStriderMinigun::IsPegged( int dir )
  {
  	bool up, down, left, right, any;
  
  	up = down = left = right = any = false;
  
  	if( m_yaw.current >= 89.0 )
  		any = right = true;
  
  	if( m_yaw.current <= -89.0 )
  		any = left = true;
  
  	if( m_pitch.current >= 44.0 )
  		any = down = true;
  
  	if( m_pitch.current <= -44.0 )
  		any = up = true;
  
  	switch( dir )
  	{
  	case MINIGUN_PEGGED_UP:
  		return up;
  
  	case MINIGUN_PEGGED_DOWN:
  		return down;
  
  	case MINIGUN_PEGGED_LEFT:
  		return left;
  
  	case MINIGUN_PEGGED_RIGHT:
  		return right;
  
  	default:
  		return (any && !up);
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::StopShootingForSeconds( IStriderMinigunHost *pHost, CBaseEntity *pTarget, float duration )
  {
  	if ( IsShooting() )
  	{
  		SetState( MINIGUN_OFF );
  	}
  
  	m_burstTime = gpGlobals->curtime + duration;
  	m_nextBulletTime = FLT_MAX;
  
  	ClearOnTarget();
  	m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 2.0, 4.0 );
  	pHost->OnMinigunStopShooting( pTarget );
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::SetState( int newState )
  {
  	m_minigunState = newState;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::SetTarget( IStriderMinigunHost *pHost, CBaseEntity *pTarget, bool bOverrideEnemy )
  {
  	m_hTarget = pTarget;
  
  	if( pTarget )
  	{
  		// New target, we haven't scared this guy yet!
  		m_bWarnedAI = false;
  
  		if( m_vecAnchor == vec3_invalid )
  		{
  			Vector right;
  			pHost->GetEntity()->GetVectors( NULL, &right, NULL );
  
  			m_vecAnchor = pTarget->GetAbsOrigin() - Vector( 0, 0, 256 );
  			m_vecAnchor += right * random->RandomFloat( -60.0f, 60.0f );
  		}
  	}
  
  	ClearOnTarget();
  
  	m_bOverrideEnemy = bOverrideEnemy;
  }
  
  //---------------------------------------------------------
  // The strider minigun can track and fire at targets in a fairly
  // large arc. It looks unnatural for a Strider to acquire a target
  // off to one side and begin firing at it, so we don't let the
  // minigun BEGIN shooting at a target unless the target is fairly
  // well in front of the Strider. Once firing, the gun is allowed
  // to track the target anywhere for the duration of that burst of
  // minigun fire. This is tuned by eye. (sjb)
  //---------------------------------------------------------
  bool CStriderMinigun::CanStartShooting( IStriderMinigunHost *pHost, CBaseEntity *pTargetEnt )
  {
  	if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
  		return false;
  
  	if( !pTargetEnt )
  		return false;
  	
  	if( gpGlobals->curtime < m_burstTime )
  		return false;
  
  	CNPC_Strider *pStrider = dynamic_cast<CNPC_Strider *>(pHost->GetEntity() );
  	if ( pTargetEnt->IsPlayer() && pStrider->HasPass() )
  		return false;
  
  	if( !m_bOverrideEnemy )
  	{
  		if( pTargetEnt != pHost->GetEntity()->GetEnemy() )
  		{
  			return false;
  		}
  
  		// If the strider can't see the enemy, this may be because the enemy is
  		// hiding behind something breakable. If the weapon has LOS, fire away.
  		if( !pHost->GetEntity()->HasCondition( COND_SEE_ENEMY )  )
  		{
  			Assert( pStrider != NULL );
  
  			if( !pStrider->WeaponLOSCondition( pStrider->GetAdjustedOrigin(), pTargetEnt->WorldSpaceCenter(), false ) )
  			{
  				if( pStrider->IsUsingAggressiveBehavior() && pTargetEnt->IsPlayer() && !pStrider->HasPass() )
  				{
  					// I can shoot the player's cover until he hides long enough to earn a free pass.
  					float flTimeSinceLastSeen = gpGlobals->curtime - pStrider->GetEnemies()->LastTimeSeen(pTargetEnt);
  
  					if( flTimeSinceLastSeen <= 2.0f )
  						return true;
  				}
  
  				return false;
  			}
  		}
  	}
  	
  	Vector los = ( pTargetEnt->WorldSpaceCenter() - pHost->GetEntity()->EyePosition() );
  
  	// Following code stolen from FVisible. This check done in 2d intentionally.
  	los.z = 0;
  	VectorNormalize( los );
  
  	Vector facingDir = pHost->GetEntity()->EyeDirection2D( );
  	float flDot = DotProduct( los, facingDir );
  
  	// Too far to a side.
  	if ( flDot <= .707 )
  		return false;
  
  	return true;
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::Enable( IMinigunHost *pHost, bool enable )
  {
  	m_enable = enable;
  	if ( !m_enable )
  	{
  		m_yaw.current = m_yaw.target = 0;
  		m_pitch.current = m_pitch.target = 0;
  		if ( pHost )
  		{
  			// KENB pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current );
  		}
  	}
  }
  
  //---------------------------------------------------------
  //---------------------------------------------------------
  void CStriderMinigun::Think( IStriderMinigunHost *pHost, float dt )
  {
  	if ( !m_enable )
  		return;
  
  	if ( CAI_BaseNPC::m_nDebugBits & bits_debugDisableAI )
  		return;
  
  	if( ShouldFindTarget( pHost ) )
  	{
  		CBaseEntity *pOldTarget = GetTarget();
  
  		// Take my host's enemy.
  		SetTarget( pHost, pHost->GetEntity()->GetEnemy() );
  		
  		if( IsShooting() )
  		{
  			// Changing targets hot! 
  			if( pOldTarget )
  			{
  				m_vecAnchor = pOldTarget->WorldSpaceCenter();
  			}
  
  			ExtendShooting( STRIDER_SUBSEQUENT_TARGET_DURATION + random->RandomFloat( 0, 0.5 ) );
  		}
  		
  		pHost->NewTarget();
  	}
  
  	if ( !GetTarget() && m_nextTwitchTime <= gpGlobals->curtime )
  	{
  		// invert one and randomize the other.
  		// This has the effect of making the gun cross the field of
  		// view more often - like he's looking around
  		m_randomState = !m_randomState;
  		if ( m_randomState )
  		{
  			m_yaw.Random( MINIGUN_MIN_YAW, MINIGUN_MAX_YAW, 360, 720 );
  			m_pitch.target = -m_pitch.target;
  		}
  		else
  		{
  			m_pitch.Random( MINIGUN_MIN_PITCH, MINIGUN_MAX_PITCH, 270, 360 );
  			m_yaw.target = -m_yaw.target;
  		}
  		m_nextTwitchTime = gpGlobals->curtime + random->RandomFloat( 0.3, 2 );
  	}
  
  	CBaseEntity *pTargetEnt = m_hTarget.Get();
  
  	if ( pTargetEnt )
  	{
  		pHost->GetEntity()->InvalidateBoneCache();
  		AimAtTarget( pHost, pTargetEnt );
  	}
  
  	// Update the minigun's pose parameters using approaching. 
  	m_yaw.Update( dt );
  	m_pitch.Update( dt );
  
  	pHost->UpdateMinigunControls( m_yaw.current, m_pitch.current );
  
  	// Start or stop shooting.
  	if( IsShooting() )
  	{
  		if( gpGlobals->curtime > m_burstTime || !pTargetEnt )
  		{
  			// Time to stop firing.
  			if( m_bOverrideEnemy )
  			{
  				// Get rid of this target.
  				SetTarget( pHost, NULL );
  			}
  
  			StopShootingForSeconds( pHost, pTargetEnt, pHost->GetMinigunShootDowntime() );
  		}
  	}
  	else
  	{
  		if( CanStartShooting( pHost, pTargetEnt ) )
  		{
  			StartShooting( pHost, pTargetEnt, pHost->GetMinigunShootDuration() + random->RandomFloat( 0, pHost->GetMinigunShootVariation() ) );
  		}
  	}
  
  	// Fire the next bullet!
  	if ( m_nextBulletTime <= gpGlobals->curtime && !IsPegged() )
  	{
  		if( pTargetEnt && pTargetEnt == pHost->GetEntity()->GetEnemy() )
  		{
  			// Shooting at the Strider's enemy. Strafe to target!
  			float flRemainingShootTime = m_burstTime - gpGlobals->curtime;
  
  			// Skim a little time off of the factor, leave a moment of on-target
  			// time. This guarantees that the minigun will strike the target a few times.
  			float flFactor = (flRemainingShootTime - pHost->GetMinigunOnTargetTime() ) / m_shootDuration;
  
  			flFactor = MAX( 0.0f, flFactor );
  
  			Vector vecTarget = pTargetEnt->BodyTarget( assert_cast<CNPC_Strider *>(pHost->GetEntity())->GetAdjustedOrigin());
  
  			Vector vecLine = m_vecAnchor - vecTarget;
  			
  			float flDist = VectorNormalize( vecLine );
  
  			vecTarget += vecLine * flDist * flFactor;
  
  			if( flFactor == 0.0 )
  			{
  				m_vecAnchor = vecTarget;
  				RecordShotOnTarget();
  			}
  
  			if ( GetTarget() )
  			{
  				pHost->ShootMinigun( &vecTarget, GetAimError(), vec3_origin );
  
  				if( flFactor <= 0.5 && !m_bWarnedAI )
  				{
  					m_bWarnedAI = true;
  
  					CSoundEnt::InsertSound( SOUND_DANGER | SOUND_CONTEXT_REACT_TO_SOURCE, pTargetEnt->EarPosition() + Vector( 0, 0, 1 ), 120, MAX( 1.0, flRemainingShootTime ), pHost->GetEntity() );
  				}
  			}
  		}
  		else
  		{
  			const Vector *pTargetPoint = pTargetEnt ? &pTargetEnt->GetAbsOrigin() : NULL;
  			pHost->ShootMinigun( pTargetPoint, GetAimError() );
  		}
  
  		m_nextBulletTime = gpGlobals->curtime + (1.0f / pHost->GetMinigunRateOfFire() );
  	}
  }
  
  LINK_ENTITY_TO_CLASS( sparktrail, CSparkTrail );
  
  void CSparkTrail::Precache()
  {
  	BaseClass::Precache();
  
  	PrecacheScriptSound( "DoSpark" );
  }
  
  void CSparkTrail::Spawn()
  {
  	Precache();
  
  	EmitSound( "DoSpark" );
  
  	m_iHealth = 20 + random->RandomInt( 0, 5 );
  	UTIL_SetOrigin( this, GetOwnerEntity()->EyePosition() );
  
  	Vector vecVelocity;
  
  	vecVelocity.x = random->RandomFloat( 100, 400 );
  	vecVelocity.y = random->RandomFloat( 100, 400 );
  	vecVelocity.z = random->RandomFloat( 0, 100 );
  	
  	if( random->RandomInt( 0, 1 ) == 0 )
  		vecVelocity.x *= -1;
  
  	if( random->RandomInt( 0, 1 ) == 0 )
  		vecVelocity.y *= -1;
  
  	UTIL_SetSize( this, Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );
  	SetMoveType( MOVETYPE_FLYGRAVITY );
  	SetSolid( SOLID_NONE );
  
  	if( random->RandomInt( 0, 2 ) == 0 )
  	{
  		vecVelocity *= 2.0;
  		m_iHealth /= 2;
  		SetMoveType( MOVETYPE_FLY );
  	}
  
  	SetAbsVelocity( vecVelocity );
  
  	SetThink( &CSparkTrail::SparkThink );
  	SetNextThink( gpGlobals->curtime );
  }
  
  void CSparkTrail::SparkThink()
  {
  	SetNextThink( gpGlobals->curtime + 0.05 );
  
  	g_pEffects->Sparks( GetAbsOrigin() );
  
  	if( m_iHealth-- < 1 )
  	{
  		UTIL_Remove( this );
  	}
  }
  
  BEGIN_DATADESC( CSparkTrail )
  	DEFINE_THINKFUNC( SparkThink ),
  END_DATADESC()
  
  
  //-----------------------------------------------------------------------------
  //
  // Schedules
  //
  //-----------------------------------------------------------------------------
  AI_BEGIN_CUSTOM_NPC( npc_strider, CNPC_Strider )
  
  	DECLARE_TASK( TASK_STRIDER_AIM )
  	DECLARE_TASK( TASK_STRIDER_DODGE )
  	DECLARE_TASK( TASK_STRIDER_STOMP )
  	DECLARE_TASK( TASK_STRIDER_BREAKDOWN )
  	DECLARE_TASK( TASK_STRIDER_START_MOVING )
  	DECLARE_TASK( TASK_STRIDER_REFRESH_HUNT_PATH )
  	DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_TARGET )
  	DECLARE_TASK( TASK_STRIDER_FACE_CANNON_TARGET )
  	DECLARE_TASK( TASK_STRIDER_SET_HEIGHT )
  	DECLARE_TASK( TASK_STRIDER_GET_PATH_TO_CANNON_LOS )
  	DECLARE_TASK( TASK_STRIDER_FIRE_CANNON )
  	DECLARE_TASK( TASK_STRIDER_SET_CANNON_HEIGHT )
  	DECLARE_TASK( TASK_STRIDER_FALL_TO_GROUND )
  
  	DECLARE_ACTIVITY( ACT_STRIDER_LOOKL )
  	DECLARE_ACTIVITY( ACT_STRIDER_LOOKR )
  	DECLARE_ACTIVITY( ACT_STRIDER_DEPLOYRA1 )
  	DECLARE_ACTIVITY( ACT_STRIDER_AIMRA1 )
  	DECLARE_ACTIVITY( ACT_STRIDER_FINISHRA1 )
  	DECLARE_ACTIVITY( ACT_STRIDER_DODGER )
  	DECLARE_ACTIVITY( ACT_STRIDER_DODGEL )
  	DECLARE_ACTIVITY( ACT_STRIDER_STOMPL )
  	DECLARE_ACTIVITY( ACT_STRIDER_STOMPR )
  	DECLARE_ACTIVITY( ACT_STRIDER_FLICKL )
  	DECLARE_ACTIVITY( ACT_STRIDER_FLICKR )
  	DECLARE_ACTIVITY( ACT_STRIDER_SLEEP )
  	DECLARE_ACTIVITY( ACT_STRIDER_CARRIED )
  	DECLARE_ACTIVITY( ACT_STRIDER_DEPLOY )
  	DECLARE_ACTIVITY( ACT_STRIDER_GESTURE_DEATH )
  
  	DECLARE_CONDITION( COND_STRIDER_DO_FLICK )
  	DECLARE_CONDITION( COND_TRACK_PATH_GO )
  	DECLARE_CONDITION( COND_STRIDER_SHOULD_CROUCH )
  	DECLARE_CONDITION( COND_STRIDER_SHOULD_STAND )
  	DECLARE_CONDITION( COND_STRIDER_MINIGUN_SHOOTING )
  	DECLARE_CONDITION( COND_STRIDER_MINIGUN_NOT_SHOOTING )
  	DECLARE_CONDITION( COND_STRIDER_HAS_CANNON_TARGET )
  	DECLARE_CONDITION( COND_STRIDER_ENEMY_UPDATED )
  	DECLARE_CONDITION( COND_STRIDER_HAS_LOS_Z )
  
  	DECLARE_INTERACTION( g_interactionPlayerLaunchedRPG )
  	
  	//=========================================================
  	// Hunt (Basic logic for strider thinking)
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_HUNT,
  
  		"	Tasks"
  		"		TASK_STRIDER_REFRESH_HUNT_PATH 0"
  		"		TASK_STRIDER_START_MOVING	0"
  		"		TASK_WAIT					4"
  		"	"
  		"	Interrupts"
  		"		COND_NEW_ENEMY"
  		"		COND_CAN_MELEE_ATTACK1"
  		"		COND_CAN_RANGE_ATTACK1"
  		"		COND_CAN_RANGE_ATTACK2"
  		"		COND_STRIDER_SHOULD_CROUCH"
  		"		COND_STRIDER_HAS_CANNON_TARGET"
  		"		COND_STRIDER_ENEMY_UPDATED"
  	)
  
  	//=========================================================
  	// Attack (Deploy/shoot/finish)
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_RANGE_ATTACK1,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING		0"
  		"		TASK_SET_ACTIVITY		ACTIVITY:ACT_IDLE"
  		"		TASK_FACE_ENEMY			0"
  		"		TASK_RANGE_ATTACK1		0"
  		"		TASK_WAIT				5" // let the immolator work its magic
  		"	"
  		"	Interrupts"
  	)
  
  	//=========================================================
  	// Attack (Deploy/shoot/finish)
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_RANGE_ATTACK2,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING					0"
  		"		TASK_STRIDER_FACE_CANNON_TARGET		0"
  		"		TASK_SET_ACTIVITY					ACTIVITY:ACT_IDLE"
  		"		TASK_WAIT							1"
  		"		TASK_STRIDER_AIM					1.25"
  		"		TASK_STRIDER_FIRE_CANNON			0"
  		"		TASK_WAIT							1"
  		"	"
  		"	Interrupts"
  	)
  
  	//=========================================================
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_CROUCH,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING		0"
  		"		TASK_PLAY_SEQUENCE		ACTIVITY:ACT_CROUCH"
  		"	"
  		"	Interrupts"
  	)
  
  	//=========================================================
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_STAND,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING		0"
  		"		TASK_PLAY_SEQUENCE		ACTIVITY:ACT_STAND"
  		"		TASK_SET_ACTIVITY		ACTIVITY:ACT_IDLE"
  		"		TASK_STRIDER_SET_HEIGHT	500"
  		"	"
  		"	Interrupts"
  	)
  
  	//=========================================================
  	// Dodge Incoming missile
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_DODGE,
  
  		"	Tasks"
  		"		TASK_STRIDER_DODGE		0"
  		"	"
  		"	Interrupts"
  	)
  
  	//=========================================================
  	// Break down and die
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_DIE,
  
  		"	Tasks"
  		"		TASK_STRIDER_BREAKDOWN		0"
  		"	"
  		"	Interrupts"
  	)
  	
  	//=========================================================
  	// Stomp on an enemy
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_STOMPL,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING		0"
  		"		TASK_STRIDER_STOMP		0"
  		"	"
  		"	Interrupts"
  	);		
  
  	// Stomp on an enemy
  	//=========================================================
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_STOMPR,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING		0"
  		"		TASK_STRIDER_STOMP		1"
  		"	"
  		"	Interrupts"
  	)
  
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_FLICKL,
  
  		"	Tasks"
  		"		TASK_PLAY_SEQUENCE		ACTIVITY:ACT_STRIDER_FLICKL"
  		"	"
  		"	Interrupts"
  	)
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_FLICKR,
  
  		"	Tasks"
  		"		TASK_PLAY_SEQUENCE		ACTIVITY:ACT_STRIDER_FLICKR"
  		"	"
  		"	Interrupts"
  	)
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_ATTACK_CANNON_TARGET,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING							0"
  		"		TASK_STRIDER_GET_PATH_TO_CANNON_TARGET		0"
  		"		TASK_WALK_PATH								0"
  		"		TASK_WAIT_FOR_MOVEMENT						0"
  		"	"
  		"	Interrupts"
  		"		COND_CAN_RANGE_ATTACK2"
  		"		COND_STRIDER_SHOULD_CROUCH"
  	)
  
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_CHASE_ENEMY,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING				0"
  		"		TASK_GET_CHASE_PATH_TO_ENEMY	300"
  		"		TASK_RUN_PATH					0"
  		"		TASK_WAIT_FOR_MOVEMENT			0"
  		"		TASK_FACE_ENEMY					0"
  		""
  		"	Interrupts"
  		"		COND_NEW_ENEMY"
  		"		COND_ENEMY_DEAD"
  		"		COND_ENEMY_UNREACHABLE"
  		"		COND_CAN_RANGE_ATTACK1"
  		"		COND_CAN_MELEE_ATTACK1"
  		"		COND_CAN_RANGE_ATTACK2"
  		"		COND_CAN_MELEE_ATTACK2"
  		"		COND_TOO_CLOSE_TO_ATTACK"
  		"		COND_LOST_ENEMY"
  		"		COND_STRIDER_HAS_CANNON_TARGET"
  	)
  
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_COMBAT_FACE,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING		0"
  		"		TASK_SET_ACTIVITY		ACTIVITY:ACT_IDLE"
  		"		TASK_WAIT_FACE_ENEMY	1"
  		""
  		"	Interrupts"
  		"		COND_CAN_RANGE_ATTACK1"
  		"		COND_CAN_RANGE_ATTACK2"
  		"		COND_CAN_MELEE_ATTACK1"
  		"		COND_CAN_MELEE_ATTACK2"
  		"		COND_NEW_ENEMY"
  		"		COND_ENEMY_DEAD"
  		"		COND_STRIDER_HAS_CANNON_TARGET"
  	)
  
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_AGGRESSIVE_COMBAT_STAND,
  
  		"	Tasks"
  		"		TASK_STOP_MOVING			0"
  		"		TASK_SET_ACTIVITY			ACTIVITY:ACT_IDLE"
  		"		TASK_WAIT					1"
  		""
  		"	Interrupts"
  		"		COND_NEW_ENEMY"
  		"		COND_ENEMY_DEAD"
  		"		COND_LIGHT_DAMAGE"
  		"		COND_HEAVY_DAMAGE"
  		"		COND_SEE_ENEMY"
  		"		COND_CAN_RANGE_ATTACK1"
  		"		COND_CAN_RANGE_ATTACK2"
  		"		COND_CAN_MELEE_ATTACK1"
  		"		COND_CAN_MELEE_ATTACK2"
  		"		COND_IDLE_INTERRUPT"
  	)
  
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_ESTABLISH_LINE_OF_FIRE_CANNON,
  
  		"	Tasks "
  		"		TASK_STRIDER_GET_PATH_TO_CANNON_LOS		0"
  		"		TASK_RUN_PATH							0"
  		"		TASK_WAIT_FOR_MOVEMENT					0"
  		"		TASK_STRIDER_FACE_CANNON_TARGET			0"
  		""
  		"	Interrupts "
  		"		COND_CAN_RANGE_ATTACK2"
  		"		COND_STRIDER_SHOULD_CROUCH"
  		"		COND_STRIDER_SHOULD_STAND"
  	)
  
  	DEFINE_SCHEDULE
  	(
  		SCHED_STRIDER_FALL_TO_GROUND,
  
  		"	Tasks "
  		"		TASK_STRIDER_FALL_TO_GROUND		0"
  		""
  		"	Interrupts "
  	)
  
  
  AI_END_CUSTOM_NPC()
  
  //=============================================================================
  