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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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#define NUM_CIVILIAN_HEADS 5 // four heads available for civilian model
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enum
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{
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HEAD_GLASSES = 0,
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HEAD_FRANKLIN = 1,
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HEAD_ECHELON_OFFICER = 2,
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HEAD_SLICK = 3,
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HEAD_ORDELY = 4,
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};
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class CEinarCivilian : public CScientist
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{
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public:
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void Spawn();
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void Precache();
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};
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LINK_ENTITY_TO_CLASS( einar_civ, CEinarCivilian )
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//=========================================================
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// Spawn
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//=========================================================
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void CEinarCivilian::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/civ.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 )
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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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if( pev->body == -1 )
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{
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// -1 chooses a random head
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pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head
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}
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MonsterInit();
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SetUse( &CEinarCivilian::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 CEinarCivilian::Precache()
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{
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PRECACHE_MODEL( "models/civ.mdl" );
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CScientist::Precache();
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}
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//=========================================================
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// Dead Civilian PROP
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//=========================================================
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class CEinarDeadCivilian : public CDeadScientist
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{
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public:
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void Spawn();
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};
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LINK_ENTITY_TO_CLASS( einar_civ_dead, CEinarDeadCivilian )
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//
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// ********** DeadCivilian SPAWN **********
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//
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void CEinarDeadCivilian::Spawn()
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{
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PRECACHE_MODEL( "models/civ.mdl" );
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SET_MODEL( ENT( pev ), "models/civ.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;
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m_bloodColor = BLOOD_COLOR_RED;
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if( pev->body == -1 )
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{
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// -1 chooses a random head
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pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head
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}
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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 civilian 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 Civilian PROP
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//=========================================================
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class CEinarSittingCivilian : public CSittingScientist
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{
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public:
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void Spawn();
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};
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LINK_ENTITY_TO_CLASS( einar_civ_sit, CEinarSittingCivilian )
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//
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// ********** Civilian SPAWN **********
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//
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void CEinarSittingCivilian::Spawn()
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{
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PRECACHE_MODEL( "models/civ.mdl" );
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SET_MODEL( ENT( pev ), "models/civ.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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{
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// -1 chooses a random head
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pev->body = RANDOM_LONG( 0, NUM_CIVILIAN_HEADS - 1 );// pick a head, any head
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}
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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( &CEinarSittingCivilian::SittingThink );
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pev->nextthink = gpGlobals->time + 0.1f;
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DROP_TO_FLOOR( ENT( pev ) );
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}
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