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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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// monsterstate.cpp - base class monster functions for
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// controlling core AI.
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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 "nodes.h"
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#include "monsters.h"
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#include "animation.h"
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#include "saverestore.h"
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#include "soundent.h"
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//=========================================================
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// SetState
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//=========================================================
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void CBaseMonster::SetState( MONSTERSTATE State )
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{
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/*
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if( State != m_MonsterState )
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{
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ALERT( at_aiconsole, "State Changed to %d\n", State );
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}
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*/
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switch( State )
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{
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// Drop enemy pointers when going to idle
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case MONSTERSTATE_IDLE:
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if( m_hEnemy != NULL )
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{
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m_hEnemy = NULL;// not allowed to have an enemy anymore.
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ALERT( at_aiconsole, "Stripped\n" );
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}
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break;
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default:
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break;
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}
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m_MonsterState = State;
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m_IdealMonsterState = State;
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}
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