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Add separate relationship classes for shock troopers and ally grunts
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@ -105,6 +105,8 @@ typedef void(CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCalle
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#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
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#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
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#define CLASS_RACEX_PREDATOR 14
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#define CLASS_RACEX_SHOCK 15
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#define CLASS_PLAYER_ALLY_MILITARY 16
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#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
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class CBaseEntity;
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@ -1370,7 +1370,7 @@ void CHFGrunt :: CheckAmmo ( void )
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//=========================================================
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int CHFGrunt :: Classify ( void )
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{
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return CLASS_PLAYER_ALLY;
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return CLASS_PLAYER_ALLY_MILITARY;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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@ -270,7 +270,7 @@ void CStrooper::IdleSound(void)
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//=========================================================
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int CStrooper::Classify(void)
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{
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return CLASS_ALIEN_MILITARY;
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return CLASS_RACEX_SHOCK;
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}
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BOOL CStrooper::CheckRangeAttack1(float flDot, float flDist)
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@ -2175,23 +2175,25 @@ int CBaseMonster::TaskIsRunning( void )
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//=========================================================
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int CBaseMonster::IRelationship( CBaseEntity *pTarget )
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{
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static int iEnemy[15][15] =
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{ // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN XPED
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/*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO},
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/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL, R_DL},
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/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL, R_DL},
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/*HUMANPASSIVE*/{ R_NO ,R_NO ,R_AL ,R_AL ,R_HT ,R_FR ,R_NO ,R_HT ,R_DL ,R_FR ,R_NO ,R_AL, R_NO, R_NO, R_DL},
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/*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_HT, R_NO, R_NO, R_HT},
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/*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_NO},
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/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO},
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/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_NO},
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/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO, R_FR},
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/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_DL},
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/*INSECT*/ { R_FR ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO, R_NO},
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/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_AL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO, R_DL},
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/*PBIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_DL, R_DL},
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/*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO, R_DL},
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/*XPREDATOR*/ { R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_AL, R_AL}
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static int iEnemy[17][17] =
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{ // NONE MACH PLYR HPASS HMIL AMIL APASS AMONST APREY APRED INSECT PLRALY PBWPN ABWPN XPED XSHOCK ALMIL
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/*NONE*/ { R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO, R_NO, R_NO},
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/*MACHINE*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_DL, R_DL, R_DL, R_DL, R_DL},
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/*PLAYER*/ { R_NO ,R_DL ,R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_DL, R_DL, R_DL, R_DL, R_DL},
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/*HUMANPASSIVE*/{ R_NO ,R_NO ,R_AL ,R_AL ,R_HT ,R_FR ,R_NO ,R_HT ,R_DL ,R_FR ,R_NO ,R_AL, R_NO, R_NO, R_DL, R_DL, R_DL},
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/*HUMANMILITAR*/{ R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_HT, R_NO, R_NO, R_HT, R_HT, R_HT},
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/*ALIENMILITAR*/{ R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_NO, R_NO, R_HT},
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/*ALIENPASSIVE*/{ R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO, R_NO, R_NO, R_NO, R_NO, R_NO},
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/*ALIENMONSTER*/{ R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_NO, R_NO, R_DL},
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/*ALIENPREY */{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_NO ,R_FR ,R_NO ,R_DL, R_NO, R_NO, R_FR, R_NO, R_NO},
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/*ALIENPREDATO*/{ R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_HT ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_DL, R_NO, R_DL},
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/*INSECT*/ { R_FR ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR ,R_FR ,R_FR ,R_FR ,R_NO ,R_FR, R_NO, R_NO, R_NO, R_NO, R_NO},
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/*PLAYERALLY*/ { R_NO ,R_DL ,R_AL ,R_AL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_NO, R_DL, R_DL, R_DL},
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/*PBIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_DL, R_DL, R_DL, R_DL},
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/*ABIOWEAPON*/ { R_NO ,R_NO ,R_DL ,R_DL ,R_DL ,R_AL ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO ,R_DL, R_DL, R_NO, R_DL, R_NO, R_DL},
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/*XPREDATOR*/ { R_NO ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_NO ,R_NO ,R_DL ,R_DL ,R_NO ,R_NO, R_NO, R_AL, R_AL, R_AL, R_DL},
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/*XSHOCK*/ { R_NO ,R_DL ,R_HT ,R_DL ,R_HT ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_NO ,R_DL, R_NO, R_NO, R_AL, R_AL, R_HT},
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/*PLRALLYMIL*/ { R_NO ,R_DL ,R_AL ,R_DL ,R_DL ,R_HT ,R_DL ,R_DL ,R_DL ,R_DL ,R_NO ,R_DL, R_NO, R_NO, R_DL, R_HT, R_AL}
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};
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return iEnemy[Classify()][pTarget->Classify()];
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