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Revert changes in schedule.cpp.
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@ -237,7 +237,7 @@ void CBaseMonster::MaintainSchedule( void )
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( m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState ) )
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( m_IdealMonsterState != MONSTERSTATE_SCRIPT || m_IdealMonsterState == m_MonsterState ) )
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{
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{
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// if we're here, then either we're being told to do something (besides dying or playing a script)
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// if we're here, then either we're being told to do something (besides dying or playing a script)
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// or our current schedule (besides dying) is invalid. -- LRC
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// or our current schedule (besides dying) is invalid. -- LRC
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if( (m_afConditions && !HasConditions( bits_COND_SCHEDULE_DONE ) ) ||
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if( (m_afConditions && !HasConditions( bits_COND_SCHEDULE_DONE ) ) ||
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( m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE ) ) ||
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( m_pSchedule && (m_pSchedule->iInterruptMask & bits_COND_SCHEDULE_DONE ) ) ||
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( ( m_MonsterState == MONSTERSTATE_COMBAT ) && ( m_hEnemy == 0 ) ) )
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( ( m_MonsterState == MONSTERSTATE_COMBAT ) && ( m_hEnemy == 0 ) ) )
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@ -522,11 +522,6 @@ void CBaseMonster::RunTask( Task_t *pTask )
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if( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
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if( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
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{
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{
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TaskComplete();
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TaskComplete();
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m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszPlay, TRUE );
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if( m_fSequenceFinished )
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ClearSchedule();
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pev->framerate = 1.0;
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//ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING( pev->classname ) );
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}
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}
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break;
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break;
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}
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}
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@ -534,7 +529,18 @@ void CBaseMonster::RunTask( Task_t *pTask )
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{
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{
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if( m_fSequenceFinished )
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if( m_fSequenceFinished )
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{
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{
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m_pCine->SequenceDone( this );
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ALERT( at_console, "Anim Finished\n" );
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if( m_pCine->m_iRepeatsLeft > 0 )
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{
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//ALERT( at_console, "Frame %f; Repeat %d from %f\n", pev->frame, m_pCine->m_iRepeatsLeft, m_pCine->m_fRepeatFrame );
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m_pCine->m_iRepeatsLeft--;
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pev->frame = m_pCine->m_fRepeatFrame;
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ResetSequenceInfo();
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}
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else
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{
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TaskComplete();
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}
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}
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}
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break;
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break;
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}
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}
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@ -892,7 +898,7 @@ void CBaseMonster::StartTask( Task_t *pTask )
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{
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{
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Activity newActivity;
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Activity newActivity;
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if( ( m_hTargetEnt->pev->origin - pev->origin ).Length() < 1 )
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if( !m_pGoalEnt || ( m_pGoalEnt->pev->origin - pev->origin ).Length() < 1 )
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TaskComplete();
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TaskComplete();
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else
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else
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{
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{
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@ -906,12 +912,24 @@ void CBaseMonster::StartTask( Task_t *pTask )
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TaskComplete();
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TaskComplete();
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else
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else
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{
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{
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if( m_hTargetEnt == 0 || !MoveToTarget( newActivity, 2 ) )
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if( m_pGoalEnt != NULL )
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{
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Vector vecDest;
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vecDest = m_pGoalEnt->pev->origin;
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if( !MoveToLocation( newActivity, 2, vecDest ) )
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{
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TaskFail();
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ALERT( at_aiconsole, "%s Failed to reach script!!!\n", STRING( pev->classname ) );
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RouteClear();
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}
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}
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else
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{
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{
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TaskFail();
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TaskFail();
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ALERT( at_aiconsole, "%s Failed to reach target!!!\n", STRING( pev->classname ) );
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ALERT( at_aiconsole, "%s: MoveTarget is missing!?!\n", STRING( pev->classname ) );
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RouteClear();
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RouteClear();
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}
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}
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}
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}
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}
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}
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TaskComplete();
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TaskComplete();
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@ -1029,7 +1047,7 @@ void CBaseMonster::StartTask( Task_t *pTask )
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break;
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break;
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case TASK_GET_PATH_TO_SPOT:
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case TASK_GET_PATH_TO_SPOT:
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{
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{
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CBaseEntity *pPlayer = CBaseEntity::Instance( FIND_ENTITY_BY_CLASSNAME( NULL, "player" ) );
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CBaseEntity *pPlayer = UTIL_FindEntityByClassname( 0, "player" );
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if( BuildRoute( m_vecMoveGoal, bits_MF_TO_LOCATION, pPlayer ) )
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if( BuildRoute( m_vecMoveGoal, bits_MF_TO_LOCATION, pPlayer ) )
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{
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{
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TaskComplete();
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TaskComplete();
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@ -1057,6 +1075,21 @@ void CBaseMonster::StartTask( Task_t *pTask )
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}
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}
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break;
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break;
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}
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}
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case TASK_GET_PATH_TO_SCRIPT:
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{
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RouteClear();
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if( m_pCine != 0 && MoveToLocation( m_movementActivity, 1, m_pCine->pev->origin ) )
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{
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TaskComplete();
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}
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else
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{
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// no way to get there =(
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ALERT( at_aiconsole, "GetPathToSpot failed!!\n" );
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TaskFail();
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}
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break;
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}
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case TASK_GET_PATH_TO_HINTNODE:
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case TASK_GET_PATH_TO_HINTNODE:
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// for active idles!
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// for active idles!
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{
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{
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@ -1247,11 +1280,11 @@ void CBaseMonster::StartTask( Task_t *pTask )
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}
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}
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case TASK_WAIT_FOR_SCRIPT:
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case TASK_WAIT_FOR_SCRIPT:
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{
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{
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if ( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
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if( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
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{
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{
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TaskComplete(); //LRC - start playing immediately
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TaskComplete(); //LRC - start playing immediately
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}
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}
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if( m_pCine->m_iszIdle )
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else if( !m_pCine->IsAction() && m_pCine->m_iszIdle )
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{
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{
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m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszIdle, FALSE );
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m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszIdle, FALSE );
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if( FStrEq( STRING( m_pCine->m_iszIdle ), STRING( m_pCine->m_iszPlay ) ) )
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if( FStrEq( STRING( m_pCine->m_iszIdle ), STRING( m_pCine->m_iszPlay ) ) )
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@ -1265,10 +1298,50 @@ void CBaseMonster::StartTask( Task_t *pTask )
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}
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}
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case TASK_PLAY_SCRIPT:
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case TASK_PLAY_SCRIPT:
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{
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{
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pev->movetype = MOVETYPE_FLY;
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if( m_pCine->IsAction() )
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ClearBits( pev->flags, FL_ONGROUND );
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{
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m_scriptState = SCRIPT_PLAYING;
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// ALERT( at_console, "PlayScript: setting idealactivity %d\n",m_pCine->m_fAction );
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break;
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switch( m_pCine->m_fAction )
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{
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case 0:
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m_IdealActivity = ACT_RANGE_ATTACK1;
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break;
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case 1:
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m_IdealActivity = ACT_RANGE_ATTACK2;
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break;
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case 2:
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m_IdealActivity = ACT_MELEE_ATTACK1;
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break;
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case 3:
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m_IdealActivity = ACT_MELEE_ATTACK2;
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break;
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case 4:
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m_IdealActivity = ACT_SPECIAL_ATTACK1;
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break;
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case 5:
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m_IdealActivity = ACT_SPECIAL_ATTACK2;
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break;
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case 6:
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m_IdealActivity = ACT_RELOAD;
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break;
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case 7:
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m_IdealActivity = ACT_HOP;
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break;
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}
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pev->framerate = 1.0; // shouldn't be needed, but just in case
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pev->movetype = MOVETYPE_FLY;
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ClearBits( pev->flags, FL_ONGROUND );
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}
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else
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{
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m_pCine->StartSequence( (CBaseMonster *)this, m_pCine->m_iszPlay, TRUE );
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if( m_fSequenceFinished )
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ClearSchedule();
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pev->framerate = 1.0;
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//ALERT( at_aiconsole, "Script %s has begun for %s\n", STRING( m_pCine->m_iszPlay ), STRING( pev->classname ) );
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}
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m_scriptState = SCRIPT_PLAYING;
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break;
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}
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}
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//LRC
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//LRC
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case TASK_END_SCRIPT:
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case TASK_END_SCRIPT:
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