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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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#ifndef HGRUNT_H
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#define HGRUNT_H
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//=========================================================
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// hgrunt
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//=========================================================
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class CHGrunt : public CSquadMonster
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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void SetYawSpeed(void);
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virtual int Classify(void);
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int ISoundMask(void);
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virtual void HandleAnimEvent(MonsterEvent_t *pEvent);
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BOOL FCanCheckAttacks(void);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist);
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BOOL CheckRangeAttack2(float flDot, float flDist);
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BOOL CheckRangeAttack2Impl( float grenadeSpeed, float flDot, float flDist );
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void CheckAmmo(void);
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void SetActivity(Activity NewActivity);
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void StartTask(Task_t *pTask);
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void RunTask(Task_t *pTask);
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virtual void DeathSound(void);
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virtual void PainSound(void);
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virtual void IdleSound(void);
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Vector GetGunPosition(void);
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void Shoot(void);
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void Shotgun(void);
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void PrescheduleThink(void);
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virtual void GibMonster(void);
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virtual void SpeakSentence(void);
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int Save(CSave &save);
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int Restore(CRestore &restore);
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CBaseEntity *Kick(void);
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Schedule_t *GetSchedule(void);
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Schedule_t *GetScheduleOfType(int Type);
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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);
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int IRelationship(CBaseEntity *pTarget);
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virtual BOOL FOkToSpeak(void);
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void JustSpoke(void);
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CUSTOM_SCHEDULES
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static TYPEDESCRIPTION m_SaveData[];
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virtual int SizeForGrapple() { return GRAPPLE_MEDIUM; }
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// checking the feasibility of a grenade toss is kind of costly, so we do it every couple of seconds,
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// not every server frame.
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float m_flNextGrenadeCheck;
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float m_flNextPainTime;
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float m_flLastEnemySightTime;
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Vector m_vecTossVelocity;
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BOOL m_fThrowGrenade;
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BOOL m_fStanding;
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BOOL m_fFirstEncounter;// only put on the handsign show in the squad's first encounter.
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int m_cClipSize;
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int m_voicePitch;
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int m_iBrassShell;
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int m_iShotgunShell;
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int m_iSentence;
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static const char *pGruntSentences[];
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};
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//=========================================================
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// CHGruntRepel - when triggered, spawns a monster_human_grunt
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// repelling down a line.
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//=========================================================
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class CHGruntRepel : 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 EXPORT RepelUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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int m_iSpriteTexture; // Don't save, precache
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virtual const char* TrooperName();
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virtual void PrepareBeforeSpawn(CBaseEntity* pEntity);
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};
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#endif // HGRUNT_H
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