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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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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Generic Monster - purely for scripted sequence work.
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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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#include "genericmonster.h"
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// For holograms, make them not solid so the player can walk through them
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#define SF_LOADER_NOTSOLID 4
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CLoader : public CGenericMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
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int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType) { return 1; }
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};
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LINK_ENTITY_TO_CLASS(monster_op4loader, CLoader)
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//=========================================================
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// Spawn
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//=========================================================
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void CLoader::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/loader.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = DONT_BLEED;
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pev->health = 8;
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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MonsterInit();
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pev->takedamage = DAMAGE_NO;
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if (pev->spawnflags & SF_LOADER_NOTSOLID)
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{
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pev->solid = SOLID_NOT;
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}
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CLoader::Precache()
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{
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PRECACHE_MODEL("models/loader.mdl");
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}
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void CLoader::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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UTIL_Ricochet( ptr->vecEndPos, RANDOM_FLOAT(1.0,2.0) );
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}
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