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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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// Wheelchair monster
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//=========================================================
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#include "zombie.h"
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#define WHEELCHAIR_AE_BLOODSQUIRT 1
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#define WHEELCHAIR_AE_WALK 1011
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#define WHEELCHAIR_FLINCH_DELAY 5.0f
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class CWheelchair : public CZombie
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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 HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions();
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void AlertSound( void );
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void IdleSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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int m_vomitSprite;
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};
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LINK_ENTITY_TO_CLASS( monster_wheelchair, CWheelchair );
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const char *CWheelchair::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CWheelchair::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CWheelchair::pAttackSounds[] =
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{
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"zombie/zo_attack1.wav",
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"zombie/zo_attack2.wav",
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};
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const char *CWheelchair::pIdleSounds[] =
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{
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"wheelchair/wheel01.wav",
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"wheelchair/wheel02.wav",
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"wheelchair/wheel03.wav",
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"wheelchair/wheel04.wav"
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};
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const char *CWheelchair::pAlertSounds[] =
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{
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"zombie/zo_alert10.wav",
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"zombie/zo_alert20.wav",
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"zombie/zo_alert30.wav",
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};
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const char *CWheelchair::pPainSounds[] =
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{
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"zombie/zo_pain1.wav",
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"zombie/zo_pain2.wav",
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};
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void CWheelchair:: AlertSound( void )
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{
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/*int pitch = 95 + RANDOM_LONG(0,9);
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );*/
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}
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void CWheelchair :: IdleSound( void )
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{
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// Play a random idle sound
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EMIT_SOUND( ENT(pev), CHAN_BODY, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM);
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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 CWheelchair :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case WHEELCHAIR_AE_WALK:
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IdleSound();
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break;
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case WHEELCHAIR_AE_BLOODSQUIRT:
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{
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EMIT_SOUND_DYN ( ENT(pev), CHAN_BODY, "wheelchair/wcm_squirt.wav", 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, pev->origin );
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WRITE_BYTE( TE_BLOODSPRITE );
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WRITE_COORD( pev->origin.x ); // pos
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WRITE_COORD( pev->origin.y );
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WRITE_COORD( pev->origin.z + 40 );
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WRITE_SHORT( m_vomitSprite ); // sprite1
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WRITE_SHORT( m_vomitSprite ); // sprite2
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WRITE_BYTE ( BLOOD_COLOR_RED ); // color
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WRITE_BYTE ( 6 ); // count
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MESSAGE_END();
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.wheelchairDmgAttack, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
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}
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// Play a random attack hit sound
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// EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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//else // Play a random attack miss sound
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//EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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/*if (RANDOM_LONG(0,1))
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AttackSound();*/
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}
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break;
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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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// Spawn
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//=========================================================
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void CWheelchair :: Spawn()
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{
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Precache( );
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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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SET_MODEL(ENT(pev), "models/wheelchair_monster.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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if (pev->health == 0)
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pev->health = gSkillData.wheelchairHealth;
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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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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m_afCapability = bits_CAP_DOORS_GROUP;
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MonsterInit();
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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 CWheelchair :: Precache()
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{
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int i;
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m_vomitSprite = PRECACHE_MODEL("sprites/wheelchair_vomit.spr");
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if (pev->model)
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PRECACHE_MODEL(STRING(pev->model)); //LRC
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else
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PRECACHE_MODEL("models/wheelchair_monster.mdl");
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PRECACHE_SOUND( "wheelchair/wcm_squirt.wav" );
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND( pAttackHitSounds[i] );
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND( pAttackMissSounds[i] );
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for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
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PRECACHE_SOUND( pAttackSounds[i] );
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
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PRECACHE_SOUND( pIdleSounds[i] );
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND( pAlertSounds[i] );
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for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( pPainSounds[i] );
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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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int CWheelchair::IgnoreConditions()
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1))
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{
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#if 0
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if (pev->health < 20)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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else
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#endif
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if (m_flNextFlinch >= gpGlobals->time)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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}
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if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH))
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{
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if (m_flNextFlinch < gpGlobals->time)
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m_flNextFlinch = gpGlobals->time + WHEELCHAIR_FLINCH_DELAY;
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}
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return iIgnore;
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}
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