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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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#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 "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "animation.h"
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#include "soundent.h"
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#include "scientist.h"
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class CScientist2 : public CScientist
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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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BOOL CanHeal(void) { return FALSE; }
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MONSTERSTATE GetIdealState(void);
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void DeathSound(void) {}
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void PainSound(void) {}
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};
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LINK_ENTITY_TO_CLASS(monster_scientist2, CScientist2);
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void CScientist2::Spawn(void)
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{
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if (pev->body == -1)
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{// -1 chooses a random head
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pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head
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}
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Precache();
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SET_MODEL(ENT(pev), "models/scientist2.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 = BLOOD_COLOR_RED;
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pev->health = gSkillData.scientistHealth;
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pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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// m_flDistTooFar = 256.0;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
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// White hands
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pev->skin = 0;
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MonsterInit();
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SetUse(&CScientist2::FollowerUse);
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}
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void CScientist2::Precache(void)
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{
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PRECACHE_MODEL("models/scientist2.mdl");
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// every new scientist must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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MONSTERSTATE CScientist2::GetIdealState(void)
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{
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switch (m_MonsterState)
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{
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case MONSTERSTATE_ALERT:
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case MONSTERSTATE_IDLE:
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return CScientist::GetIdealState();
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case MONSTERSTATE_COMBAT:
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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return CScientist::GetIdealState();
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default:
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return CScientist::GetIdealState();
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}
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return CScientist::GetIdealState();
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}
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