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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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// For holograms, make them not solid so the player can walk through them
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#define SF_GENERICMONSTER_NOTSOLID 4
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#ifdef MOBILE_HACKS
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#define SF_HEAD_CONTROLLER 8
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#endif // MOBILE_HACKS
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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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#ifdef MOBILE_HACKS
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void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
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void IdleHeadTurn( Vector &vecFriend );
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void EXPORT MonsterThink();
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int Save( CSave &save );
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int Restore( CRestore &restore );
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static TYPEDESCRIPTION m_SaveData[];
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private:
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float m_talkTime;
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EHANDLE m_hTalkTarget;
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float m_flIdealYaw;
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float m_flCurrentYaw;
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#endif // MOBILE_HACKS
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};
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LINK_ENTITY_TO_CLASS( monster_generic, CGenericMonster )
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#ifdef MOBILE_HACKS
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TYPEDESCRIPTION CGenericMonster::m_SaveData[] =
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{
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DEFINE_FIELD( CGenericMonster, m_talkTime, FIELD_FLOAT ),
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DEFINE_FIELD( CGenericMonster, m_hTalkTarget, FIELD_EHANDLE ),
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DEFINE_FIELD( CGenericMonster, m_flIdealYaw, FIELD_FLOAT ),
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DEFINE_FIELD( CGenericMonster, m_flCurrentYaw, FIELD_FLOAT ),
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};
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IMPLEMENT_SAVERESTORE( CGenericMonster, CBaseMonster )
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#endif // MOBILE_HACKS
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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 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 0;
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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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Precache();
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SET_MODEL( ENT( pev ), STRING( pev->model ) );
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/*
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if( FStrEq( STRING( pev->model ), "models/player.mdl" ) )
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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else
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UTIL_SetSize( pev, VEC_HULL_MIN, VEC_HULL_MAX);
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*/
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if( FStrEq( STRING( pev->model ), "models/player.mdl" ) || FStrEq( STRING( pev->model ), "models/holo.mdl" ) )
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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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m_bloodColor = BLOOD_COLOR_RED;
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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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#ifdef MOBILE_HACKS
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if( pev->spawnflags & SF_HEAD_CONTROLLER )
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{
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m_afCapability = bits_CAP_TURN_HEAD;
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}
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m_flIdealYaw = m_flCurrentYaw = 0;
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#endif // MOBILE_HACKS
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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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}
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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( STRING( pev->model ) );
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}
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#ifdef MOBILE_HACKS
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void CGenericMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener )
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{
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m_talkTime = gpGlobals->time + duration;
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PlaySentence( pszSentence, duration, volume, attenuation );
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m_hTalkTarget = pListener;
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}
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void CGenericMonster::IdleHeadTurn( Vector &vecFriend )
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{
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// turn head in desired direction only if ent has a turnable head
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if( m_afCapability & bits_CAP_TURN_HEAD )
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{
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float yaw = VecToYaw( vecFriend - pev->origin ) - pev->angles.y;
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if( yaw > 180 )
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yaw -= 360;
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if( yaw < -180 )
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yaw += 360;
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m_flIdealYaw = yaw;
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}
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}
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void CGenericMonster::MonsterThink()
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{
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if( m_afCapability & bits_CAP_TURN_HEAD )
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{
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if( m_hTalkTarget != 0 )
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{
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if( gpGlobals->time > m_talkTime )
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{
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m_flIdealYaw = 0;
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m_hTalkTarget = 0;
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}
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else
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{
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IdleHeadTurn( m_hTalkTarget->pev->origin );
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}
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}
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if( m_flCurrentYaw != m_flIdealYaw )
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{
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if( m_flCurrentYaw <= m_flIdealYaw )
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{
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m_flCurrentYaw += Q_min( m_flIdealYaw - m_flCurrentYaw, 20.0f );
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}
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else
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{
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m_flCurrentYaw -= Q_min( m_flCurrentYaw - m_flIdealYaw, 20.0f );
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}
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SetBoneController( 0, m_flCurrentYaw );
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}
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}
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CBaseMonster::MonsterThink();
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}
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#endif // MOBILE_HACKS
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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