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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 "schedule.h"
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#include "weapons.h"
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//=========================================================
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// SKELETON PROP
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//=========================================================
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class CSkeleton : public CBaseMonster
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{
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public:
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void Spawn(void);
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int Classify(void) { return CLASS_HUMAN_MILITARY; }
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void KeyValue(KeyValueData *pkvd);
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int m_iPose;// which sequence to display -- temporary, don't need to save
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static const char *m_szPoses[4];
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};
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const char *CSkeleton::m_szPoses[] = { "s_onback", "s_sitting", "dead_against_wall", "dead_stomach" };
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void CSkeleton::KeyValue(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "pose"))
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{
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m_iPose = atoi(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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LINK_ENTITY_TO_CLASS(monster_skeleton_dead, CSkeleton);
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//=========================================================
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// ********** Skeleton SPAWN **********
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//=========================================================
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void CSkeleton::Spawn(void)
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{
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PRECACHE_MODEL("models/skeleton.mdl");
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SET_MODEL(ENT(pev), "models/skeleton.mdl");
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pev->effects = 0;
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pev->yaw_speed = 8;
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pev->sequence = 0;
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pev->body = 1;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->sequence = LookupSequence(m_szPoses[m_iPose]);
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if (pev->sequence == -1)
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{
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ALERT(at_console, "Skeleton with bad pose\n");
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pev->sequence = 0;
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pev->effects = EF_BRIGHTFIELD;
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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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}
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