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299 lines
8.1 KiB
299 lines
8.1 KiB
7 years ago
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/***
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*
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* Copyright (c) 1996-2002, 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 "animation.h"
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// For holograms, make them not solid so the player can walk through them
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//LRC- this seems to interfere with SF_MONSTER_CLIP
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#define SF_GENERICMONSTER_NOTSOLID 4
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#define SF_GENERICMONSTER_PLAYERMODEL 8
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#define SF_GENERICMONSTER_INVULNERABLE 32
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//Not implemented:
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#define SF_GENERICMONSTER_CORPSE 64
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CGenericMonster : public CBaseMonster
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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 SetYawSpeed( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int ISoundMask ( void );
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void KeyValue( KeyValueData *pkvd );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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virtual int HasCustomGibs( void ) { return m_iszGibModel; }
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int m_iszGibModel;
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};
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LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster );
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TYPEDESCRIPTION CGenericMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CGenericMonster, m_iszGibModel, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CGenericMonster, CBaseMonster );
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void CGenericMonster::KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "m_bloodColor"))
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{
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m_bloodColor = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszGibModel"))
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{
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m_iszGibModel = ALLOC_STRING(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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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CGenericMonster :: Classify ( void )
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{
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return m_iClass?m_iClass:CLASS_PLAYER_ALLY;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CGenericMonster :: SetYawSpeed ( void )
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{
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int ys;
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switch ( m_Activity )
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{
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case ACT_IDLE:
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default:
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ys = 90;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CGenericMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case 0:
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// ISoundMask - generic monster can't hear.
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//=========================================================
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int CGenericMonster :: ISoundMask ( void )
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{
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return NULL;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CGenericMonster :: Spawn()
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{
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// store the size, so we can use it to set up the hulls after Set_Model overwrites it.
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Vector vecSize = pev->size;
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//LRC - if the level designer forgets to set a model, don't crash!
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if (FStringNull(pev->model))
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{
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if (pev->targetname)
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ALERT(at_error, "No model specified for monster_generic \"%s\"\n", STRING(pev->targetname));
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else
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ALERT(at_error, "No model specified for monster_generic at %.2f %.2f %.2f\n", pev->origin.x, pev->origin.y, pev->origin.z);
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pev->model = MAKE_STRING("models/player.mdl");
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}
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Precache();
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SET_MODEL( ENT(pev), STRING(pev->model) );
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if (vecSize != g_vecZero)
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{
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Vector vecMax = vecSize/2;
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Vector vecMin = -vecMax;
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if (!FBitSet(pev->spawnflags,SF_GENERICMONSTER_PLAYERMODEL))
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{
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vecMin.z = 0;
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vecMax.z = vecSize.z;
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}
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UTIL_SetSize(pev, vecMin, vecMax);
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}
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else if (
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pev->spawnflags & SF_GENERICMONSTER_PLAYERMODEL ||
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FStrEq( STRING(pev->model), "models/player.mdl" ) ||
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FStrEq( STRING(pev->model), "models/holo.mdl" )
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)
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UTIL_SetSize(pev, VEC_HULL_MIN, VEC_HULL_MAX);
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else
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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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if (!m_bloodColor) m_bloodColor = BLOOD_COLOR_RED;
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if (!pev->health) 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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if ( pev->spawnflags & SF_GENERICMONSTER_NOTSOLID )
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{
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pev->solid = SOLID_NOT;
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pev->takedamage = DAMAGE_NO;
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}
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else if ( pev->spawnflags & SF_GENERICMONSTER_INVULNERABLE )
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{
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pev->takedamage = DAMAGE_NO;
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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 CGenericMonster :: Precache()
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{
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PRECACHE_MODEL( (char *)STRING(pev->model) );
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if (m_iszGibModel)
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PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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//=========================================================
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// GENERIC DEAD MONSTER, PROP
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//=========================================================
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class CDeadGenericMonster : public CBaseMonster
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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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int Classify ( void ) { return CLASS_PLAYER_ALLY; }
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void KeyValue( KeyValueData *pkvd );
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virtual int Save( CSave &save );
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virtual int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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virtual int HasCustomGibs( void ) { return m_iszGibModel; }
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int m_iszGibModel;
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};
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LINK_ENTITY_TO_CLASS( monster_generic_dead, CDeadGenericMonster );
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TYPEDESCRIPTION CDeadGenericMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CDeadGenericMonster, m_iszGibModel, FIELD_STRING ),
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};
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IMPLEMENT_SAVERESTORE( CDeadGenericMonster, CBaseMonster );
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void CDeadGenericMonster::KeyValue( KeyValueData *pkvd )
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{
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if (FStrEq(pkvd->szKeyName, "m_bloodColor"))
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{
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m_bloodColor = atoi(pkvd->szValue);
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pkvd->fHandled = TRUE;
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}
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else if (FStrEq(pkvd->szKeyName, "m_iszGibModel"))
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{
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m_iszGibModel = ALLOC_STRING(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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//=========================================================
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// ********** DeadGenericMonster SPAWN **********
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//=========================================================
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void CDeadGenericMonster :: Spawn( void )
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{
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Precache();
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SET_MODEL(ENT(pev), STRING(pev->model));
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pev->effects = 0;
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pev->yaw_speed = 8; //LRC -- what?
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pev->sequence = 0;
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if (pev->netname)
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{
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pev->sequence = LookupSequence( STRING(pev->netname) );
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if (pev->sequence == -1)
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{
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ALERT ( at_debug, "Invalid sequence name \"%s\" in monster_generic_dead\n", STRING(pev->netname) );
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}
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}
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else
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{
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pev->sequence = LookupActivity( pev->frags );
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// if (pev->sequence == -1)
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// {
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// ALERT ( at_error, "monster_generic_dead - specify a sequence name or choose a different death type: model \"%s\" has no available death sequences.\n", STRING(pev->model) );
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// }
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//...and if that doesn't work, forget it.
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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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ResetSequenceInfo( );
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pev->frame = 255; // pose at the _end_ of its death sequence.
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}
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void CDeadGenericMonster :: Precache()
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{
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PRECACHE_MODEL( (char*)STRING(pev->model) );
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if (m_iszGibModel)
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PRECACHE_MODEL( (char*)STRING(m_iszGibModel) ); //LRC
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}
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