Andrey Akhmichin
5 years ago
11 changed files with 304 additions and 75 deletions
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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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#ifndef SCIENTIST_H |
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#define SCIENTIST_H |
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#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model
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enum |
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{ |
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HEAD_GLASSES = 0, |
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HEAD_EINSTEIN = 1, |
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HEAD_LUTHER = 2, |
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HEAD_SLICK = 3 |
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}; |
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//=======================================================
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// Scientist
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//=======================================================
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class CScientist : public CTalkMonster |
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{ |
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public: |
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virtual void Spawn(void); |
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virtual void Precache(void); |
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void SetYawSpeed(void); |
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int Classify(void); |
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void HandleAnimEvent(MonsterEvent_t *pEvent); |
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void RunTask(Task_t *pTask); |
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void StartTask(Task_t *pTask); |
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int ObjectCaps(void) { return CTalkMonster::ObjectCaps() | FCAP_IMPULSE_USE; } |
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int TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType); |
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virtual int FriendNumber(int arrayNumber); |
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void SetActivity(Activity newActivity); |
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Activity GetStoppedActivity(void); |
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int ISoundMask(void); |
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void DeclineFollowing(void); |
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float CoverRadius(void) { return 1200; } // Need more room for cover because scientists want to get far away!
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BOOL DisregardEnemy(CBaseEntity *pEnemy) { return !pEnemy->IsAlive() || (gpGlobals->time - m_fearTime) > 15; } |
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virtual BOOL CanHeal(void); |
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void Heal(void); |
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void Scream(void); |
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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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MONSTERSTATE GetIdealState(void); |
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void DeathSound(void); |
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void PainSound(void); |
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void TalkInit(void); |
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void Killed(entvars_t *pevAttacker, int iGib); |
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virtual int Save(CSave &save); |
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virtual int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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CUSTOM_SCHEDULES; |
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private: |
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float m_painTime; |
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float m_healTime; |
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float m_fearTime; |
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}; |
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//=========================================================
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// Dead Scientist PROP
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//=========================================================
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class CDeadScientist : public CBaseMonster |
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{ |
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public: |
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virtual void Spawn(void); |
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int Classify(void) { return CLASS_HUMAN_PASSIVE; } |
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void KeyValue(KeyValueData *pkvd); |
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int m_iPose;// which sequence to display
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static const char *m_szPoses[7]; |
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}; |
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#endif // SCIENTIST_H
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@ -0,0 +1,143 @@ |
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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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class CCivScientist : 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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BOOL CanHeal(void); |
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}; |
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LINK_ENTITY_TO_CLASS(monster_civ, CCivScientist); |
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//=========================================================
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// Spawn
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//=========================================================
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void CCivScientist::Spawn(void) |
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{ |
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Precache(); |
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SET_MODEL(ENT(pev), "models/civ_sci.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(&CCivScientist::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 CCivScientist::Precache(void) |
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{ |
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CScientist::Precache(); |
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PRECACHE_MODEL("models/civ_sci.mdl"); |
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} |
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BOOL CCivScientist::CanHeal(void) |
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{ |
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return FALSE; |
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} |
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//=========================================================
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// Dead Scientist PROP
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//=========================================================
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class CDeadCivScientist : public CDeadScientist |
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{ |
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public: |
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void Spawn(void); |
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static const char *m_szPoses[7]; |
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}; |
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const char *CDeadCivScientist::m_szPoses[] = { "lying_on_back", "lying_on_stomach", "dead_sitting", "dead_hang", "dead_table1", "dead_table2", "dead_table3" }; |
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LINK_ENTITY_TO_CLASS(monster_civ_dead, CDeadCivScientist); |
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//
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// ********** DeadScientist SPAWN **********
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//
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void CDeadCivScientist::Spawn() |
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{ |
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PRECACHE_MODEL("models/civ_sci.mdl"); |
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SET_MODEL(ENT(pev), "models/civ_sci.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 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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