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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 SCIENTIST_H
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#define SCIENTIST_H
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//=======================================================
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// Scientist
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//=======================================================
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class CScientist : public CTalkMonster
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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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void RunTask( Task_t *pTask );
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void StartTask( Task_t *pTask );
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int ObjectCaps( void ) { return CTalkMonster :: ObjectCaps() | FCAP_IMPULSE_USE; }
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
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virtual int FriendNumber( int arrayNumber );
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void SetActivity ( Activity newActivity );
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Activity GetStoppedActivity( void );
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int ISoundMask( void );
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void DeclineFollowing( void );
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float CoverRadius( void ) { return 1200; } // Need more room for cover because scientists want to get far away!
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BOOL DisregardEnemy( CBaseEntity *pEnemy ) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; }
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BOOL CanHeal( void );
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void Heal( void );
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void Scream( void );
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// Override these to set behavior
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Schedule_t *GetScheduleOfType ( int Type );
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Schedule_t *GetSchedule ( void );
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MONSTERSTATE GetIdealState ( void );
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void DeathSound( void );
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void PainSound( void );
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void TalkInit( void );
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void Killed( entvars_t *pevAttacker, int iGib );
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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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CUSTOM_SCHEDULES;
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private:
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float m_painTime;
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float m_healTime;
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float m_fearTime;
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};
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//=========================================================
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// Dead Scientist PROP
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//=========================================================
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class CDeadScientist : 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_PASSIVE; }
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void KeyValue(KeyValueData *pkvd);
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int m_iPose;// which sequence to display
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static const char *m_szPoses[7];
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};
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//=========================================================
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// Sitting Scientist PROP
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//=========================================================
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class CSittingScientist : public CScientist // kdb: changed from public CBaseMonster so he can speak
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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 SittingThink(void);
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int Classify(void);
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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 void SetAnswerQuestion(CTalkMonster *pSpeaker);
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int FriendNumber(int arrayNumber);
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int FIdleSpeak(void);
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int m_baseSequence;
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int m_headTurn;
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float m_flResponseDelay;
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};
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#endif // SCIENTIST_H
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