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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 "talkmonster.h"
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#include "schedule.h"
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#include "defaultai.h"
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#include "scripted.h"
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#include "animation.h"
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#include "soundent.h"
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#include "scientist.h"
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//=========================================================
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// Cleansuit scientist
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//=========================================================
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class CCleansuitScientist : public CScientist
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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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virtual BOOL CanHeal(void);
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};
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LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist, CCleansuitScientist);
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//=========================================================
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// Spawn
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//=========================================================
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void CCleansuitScientist::Spawn(void)
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{
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Precache();
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SET_MODEL(ENT(pev), "models/cleansuit_scientist.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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pev->health = gSkillData.scientistHealth;
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pev->view_ofs = Vector(0, 0, 50);// position of the eyes relative to monster's origin.
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m_flFieldOfView = VIEW_FIELD_WIDE; // NOTE: we need a wide field of view so scientists will notice player and say hello
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m_MonsterState = MONSTERSTATE_NONE;
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// m_flDistTooFar = 256.0;
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD | bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE;
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// White hands
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pev->skin = 0;
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if (pev->body == -1)
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{// -1 chooses a random head
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pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head
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}
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// Luther is black, make his hands black
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if (pev->body == HEAD_LUTHER)
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pev->skin = 1;
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MonsterInit();
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SetUse(&CScientist::FollowerUse);
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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 CCleansuitScientist::Precache(void)
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{
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PRECACHE_MODEL("models/cleansuit_scientist.mdl");
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PRECACHE_SOUND("scientist/sci_pain1.wav");
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PRECACHE_SOUND("scientist/sci_pain2.wav");
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PRECACHE_SOUND("scientist/sci_pain3.wav");
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PRECACHE_SOUND("scientist/sci_pain4.wav");
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PRECACHE_SOUND("scientist/sci_pain5.wav");
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// every new scientist must call this, otherwise
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// when a level is loaded, nobody will talk (time is reset to 0)
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TalkInit();
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CTalkMonster::Precache();
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}
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BOOL CCleansuitScientist::CanHeal()
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{
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return FALSE;
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}
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//=========================================================
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// Dead Cleansuit Scientist PROP
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//=========================================================
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class CDeadCleansuitScientist : public CDeadScientist
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{
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public:
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virtual void Spawn(void);
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static const char *m_szPoses[9];
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};
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LINK_ENTITY_TO_CLASS(monster_cleansuit_scientist_dead, CDeadCleansuitScientist);
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const char *CDeadCleansuitScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3", "scientist_deadpose1", "dead_against_wall" };
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void CDeadCleansuitScientist::Spawn(void)
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{
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PRECACHE_MODEL("models/cleansuit_scientist.mdl");
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SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl");
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pev->effects = 0;
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pev->sequence = 0;
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// Corpses have less health
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pev->health = 8;//gSkillData.scientistHealth;
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m_bloodColor = BLOOD_COLOR_RED;
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if (pev->body == -1)
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{// -1 chooses a random head
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pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head
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}
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// Luther is black, make his hands black
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if (pev->body == HEAD_LUTHER)
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pev->skin = 1;
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else
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pev->skin = 0;
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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, "Dead cleansuit scientist with bad pose\n");
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}
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// pev->skin += 2; // use bloody skin -- UNDONE: Turn this back on when we have a bloody skin again!
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MonsterInitDead();
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}
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//=========================================================
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// Sitting Cleansuit Scientist PROP
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//=========================================================
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class CSittingCleansuitScientist : public CSittingScientist
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{
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public:
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void Spawn( void );
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};
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LINK_ENTITY_TO_CLASS(monster_sitting_cleansuit_scientist, CSittingCleansuitScientist);
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//
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// ********** Cleansuit Scientist SPAWN **********
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//
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void CSittingCleansuitScientist::Spawn(void)
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{
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PRECACHE_MODEL("models/cleansuit_scientist.mdl");
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SET_MODEL(ENT(pev), "models/cleansuit_scientist.mdl");
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Precache();
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InitBoneControllers();
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UTIL_SetSize(pev, Vector(-14, -14, 0), Vector(14, 14, 36));
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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pev->effects = 0;
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pev->health = 50;
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m_bloodColor = BLOOD_COLOR_RED;
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m_flFieldOfView = VIEW_FIELD_WIDE; // indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_afCapability = bits_CAP_HEAR | bits_CAP_TURN_HEAD;
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SetBits(pev->spawnflags, SF_MONSTER_PREDISASTER); // predisaster only!
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if (pev->body == -1)
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{// -1 chooses a random head
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pev->body = RANDOM_LONG(0, NUM_SCIENTIST_HEADS - 1);// pick a head, any head
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}
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// Luther is black, make his hands black
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if (pev->body == HEAD_LUTHER)
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pev->skin = 1;
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m_baseSequence = LookupSequence("sitlookleft");
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pev->sequence = m_baseSequence + RANDOM_LONG(0, 4);
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ResetSequenceInfo();
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SetThink(&CSittingScientist::SittingThink);
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pev->nextthink = gpGlobals->time + 0.1;
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DROP_TO_FLOOR(ENT(pev));
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}
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