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Fix ally grunt schedule priority
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e6400fdf1e
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@ -163,6 +163,7 @@ public:
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// Override these to set behavior
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Schedule_t *GetScheduleOfType ( int Type );
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Schedule_t *GetSchedule ( void );
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Schedule_t *PrioritizedSchedule();
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MONSTERSTATE GetIdealState ( void );
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void AlertSound( void );
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@ -2619,8 +2620,27 @@ void CHFGrunt :: SetActivity ( Activity NewActivity )
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// monster's member function to get a pointer to a schedule
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// of the proper type.
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//=========================================================
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Schedule_t *CHFGrunt :: GetSchedule ( void )
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Schedule_t* CHFGrunt::PrioritizedSchedule()
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{
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// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
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if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
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{
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if (pev->flags & FL_ONGROUND)
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{
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// just landed
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pev->movetype = MOVETYPE_STEP;
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return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_LAND );
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}
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else
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{
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// repel down a rope,
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if ( m_MonsterState == MONSTERSTATE_COMBAT )
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return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_ATTACK );
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else
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return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL );
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}
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}
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// grunts place HIGH priority on running away from danger sounds.
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if ( HasConditions(bits_COND_HEAR_SOUND) )
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{
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@ -2649,24 +2669,15 @@ Schedule_t *CHFGrunt :: GetSchedule ( void )
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}
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}
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}
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// flying? If PRONE, barnacle has me. IF not, it's assumed I am rapelling.
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if ( pev->movetype == MOVETYPE_FLY && m_MonsterState != MONSTERSTATE_PRONE )
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{
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if (pev->flags & FL_ONGROUND)
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{
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// just landed
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pev->movetype = MOVETYPE_STEP;
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return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_LAND );
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}
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else
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{
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// repel down a rope,
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if ( m_MonsterState == MONSTERSTATE_COMBAT )
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return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL_ATTACK );
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else
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return GetScheduleOfType ( SCHED_HGRUNT_ALLY_REPEL );
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}
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}
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return NULL;
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}
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Schedule_t *CHFGrunt :: GetSchedule ( void )
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{
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Schedule_t* prioritizedSchedule = PrioritizedSchedule();
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if (prioritizedSchedule)
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return prioritizedSchedule;
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if ( HasConditions( bits_COND_ENEMY_DEAD ) && FOkToSpeak() )
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{
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PlaySentence( "FG_KILL", 4, VOL_NORM, ATTN_NORM );
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@ -3617,6 +3628,10 @@ Schedule_t *CMedic::GetSchedule()
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if (m_fHealing) {
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StopHealing();
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}
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Schedule_t* prioritizedSchedule = PrioritizedSchedule();
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if (prioritizedSchedule)
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return prioritizedSchedule;
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if ( FBitSet( pev->weapons, MEDIC_EAGLE|MEDIC_HANDGUN ) &&
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(GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NEEDLE || GetBodygroup(MEDIC_GUN_GROUP) == MEDIC_GUN_NONE)) {
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return slMedicDrawGun;
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