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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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//=========================================================
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// Alien slave
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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//=========================================================
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// DEAD ISLAVE PROP
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//=========================================================
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class CDeadISlave : public CBaseMonster
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{
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public:
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void Spawn(void);
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int Classify(void) { return CLASS_ALIEN_MONSTER; }
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void KeyValue(KeyValueData *pkvd);
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int m_iPose;// which sequence to display -- temporary, don't need to save
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static const char *m_szPoses[1];
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};
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const char *CDeadISlave::m_szPoses[] = { "dead_on_stomach" };
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void CDeadISlave::KeyValue(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "pose"))
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{
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m_iPose = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else
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CBaseMonster::KeyValue(pkvd);
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}
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LINK_ENTITY_TO_CLASS(monster_alien_slave_dead, CDeadISlave);
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//=========================================================
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// ********** DeadHoundeye SPAWN **********
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//=========================================================
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void CDeadISlave::Spawn(void)
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{
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PRECACHE_MODEL("models/islave.mdl");
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SET_MODEL(ENT(pev), "models/islave.mdl");
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pev->effects = 0;
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pev->yaw_speed = 8;
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pev->sequence = 0;
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pev->body = 1;
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m_bloodColor = BLOOD_COLOR_GREEN;
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pev->sequence = LookupSequence(m_szPoses[m_iPose]);
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if (pev->sequence == -1)
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{
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ALERT(at_console, "Dead islave with bad pose\n");
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pev->sequence = 0;
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pev->effects = EF_BRIGHTFIELD;
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}
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// Corpses have less health
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pev->health = 8;
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MonsterInitDead();
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}
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