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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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//=========================================================
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// shockroach.cpp
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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 "game.h"
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#include "player.h"
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#include "weapons.h"
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#include "headcrab.h"
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#include "shockroach.h"
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LINK_ENTITY_TO_CLASS(monster_shockroach, CShockRoach);
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TYPEDESCRIPTION CShockRoach::m_SaveData[] =
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{
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DEFINE_FIELD(CShockRoach, m_flBirthTime, FIELD_TIME),
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DEFINE_FIELD(CShockRoach, m_fRoachSolid, FIELD_BOOLEAN),
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};
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IMPLEMENT_SAVERESTORE(CShockRoach, CHeadCrab);
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const char *CShockRoach::pIdleSounds[] =
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{
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"shockroach/shock_idle1.wav",
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"shockroach/shock_idle2.wav",
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"shockroach/shock_idle3.wav",
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};
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const char *CShockRoach::pAlertSounds[] =
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{
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"shockroach/shock_angry.wav",
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};
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const char *CShockRoach::pPainSounds[] =
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{
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"shockroach/shock_flinch.wav",
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};
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const char *CShockRoach::pAttackSounds[] =
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{
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"shockroach/shock_jump1.wav",
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"shockroach/shock_jump2.wav",
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};
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const char *CShockRoach::pDeathSounds[] =
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{
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"shockroach/shock_die.wav",
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};
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const char *CShockRoach::pBiteSounds[] =
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{
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"shockroach/schock_bite.wav",
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};
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//=========================================================
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// Spawn
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//=========================================================
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void CShockRoach::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/w_shock_rifle.mdl");
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_GREEN;
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pev->effects = 0;
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pev->health = gSkillData.sroachHealth;
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pev->view_ofs = Vector(0, 0, 20);// position of the eyes relative to monster's origin.
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
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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_fRoachSolid = 0;
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m_flBirthTime = gpGlobals->time;
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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 CShockRoach::Precache()
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{
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PRECACHE_SOUND_ARRAY(pIdleSounds);
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PRECACHE_SOUND_ARRAY(pAlertSounds);
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PRECACHE_SOUND_ARRAY(pPainSounds);
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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PRECACHE_SOUND_ARRAY(pDeathSounds);
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PRECACHE_SOUND_ARRAY(pBiteSounds);
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PRECACHE_SOUND("shockroach/shock_walk.wav");
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PRECACHE_MODEL("models/w_shock_rifle.mdl");
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}
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//=========================================================
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// LeapTouch - this is the headcrab's touch function when it
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// is in the air
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//=========================================================
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void CShockRoach::LeapTouch(CBaseEntity *pOther)
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{
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if (!pOther->pev->takedamage)
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{
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return;
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}
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if (pOther->Classify() == Classify())
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{
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return;
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}
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// Don't hit if back on ground
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if (!FBitSet(pev->flags, FL_ONGROUND))
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{
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EMIT_SOUND_DYN(edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBiteSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
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// Give the shockrifle weapon to the player, if not already in possession.
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CBasePlayer* pPlayer = dynamic_cast<CBasePlayer*>(pOther);
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if (pPlayer && !(pPlayer->pev->weapons & (1 << WEAPON_SHOCKRIFLE)))
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{
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pPlayer->GiveNamedItem("weapon_shockrifle");
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pPlayer->pev->weapons |= (1 << WEAPON_SHOCKRIFLE);
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UTIL_Remove(this);
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return;
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}
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pOther->TakeDamage(pev, pev, GetDamageAmount(), DMG_SLASH);
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}
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SetTouch(NULL);
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}
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//=========================================================
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// PrescheduleThink
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//=========================================================
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void CShockRoach::PrescheduleThink(void)
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{
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// explode when ready
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if (!m_fRoachSolid && m_flBirthTime + 0.2 >= gpGlobals->time) {
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m_fRoachSolid = TRUE;
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UTIL_SetSize(pev, Vector(-12, -12, 0), Vector(12, 12, 24));
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}
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// explode when ready
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if (gpGlobals->time >= m_flBirthTime + gSkillData.sroachLifespan)
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{
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pev->health = -1;
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Killed(pev, 0);
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return;
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}
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CHeadCrab::PrescheduleThink();
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CShockRoach::IdleSound(void)
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{
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EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CShockRoach::AlertSound(void)
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{
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EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CShockRoach::PainSound(void)
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{
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EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CShockRoach::DeathSound(void)
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{
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EMIT_SOUND_DYN(edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
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}
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void CShockRoach::StartTask(Task_t *pTask)
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{
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m_iTaskStatus = TASKSTATUS_RUNNING;
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switch (pTask->iTask)
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{
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case TASK_RANGE_ATTACK1:
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{
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EMIT_SOUND_DYN(edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch());
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m_IdealActivity = ACT_RANGE_ATTACK1;
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SetTouch(&CShockRoach::LeapTouch);
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break;
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}
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default:
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CHeadCrab::StartTask(pTask);
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}
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}
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