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246 lines
6.5 KiB
246 lines
6.5 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "ai_default.h"
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#include "ai_task.h"
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#include "ai_schedule.h"
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#include "ai_node.h"
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#include "ai_hull.h"
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#include "ai_hint.h"
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#include "ai_squad.h"
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#include "ai_senses.h"
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#include "ai_navigator.h"
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#include "ai_motor.h"
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#include "ai_behavior.h"
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#include "ai_baseactor.h"
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#include "ai_behavior_lead.h"
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#include "ai_behavior_follow.h"
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#include "ai_behavior_standoff.h"
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#include "ai_behavior_assault.h"
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#include "npc_playercompanion.h"
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#include "soundent.h"
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#include "game.h"
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#include "npcevent.h"
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#include "entitylist.h"
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#include "activitylist.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "sceneentity.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#define FISHERMAN_MODEL "models/lostcoast/fisherman/fisherman.mdl"
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//=========================================================
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// Fisherman activities
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//=========================================================
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Activity ACT_FISHERMAN_HAT_UP;
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Activity ACT_FISHERMAN_HAT_DOWN;
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//=========================================================
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// animation events
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//=========================================================
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int AE_FISHERMAN_HAT_UP;
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int AE_FISHERMAN_HAT_DOWN;
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int AE_FISHERMAN_HAT_ON;
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int AE_FISHERMAN_HAT_OFF;
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//---------------------------------------------------------
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//
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//---------------------------------------------------------
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class CNPC_Fisherman : public CNPC_PlayerCompanion
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{
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public:
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DECLARE_CLASS( CNPC_Fisherman, CNPC_PlayerCompanion );
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//DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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virtual void Precache()
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{
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// Prevents a warning
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SelectModel( );
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BaseClass::Precache();
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PrecacheScriptSound( "NPC_Fisherman.FootstepLeft" );
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PrecacheScriptSound( "NPC_Fisherman.FootstepRight" );
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PrecacheScriptSound( "NPC_Fisherman.Die" );
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PrecacheInstancedScene( "scenes/Expressions/FishermanIdle.vcd" );
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PrecacheInstancedScene( "scenes/Expressions/FishermanAlert.vcd" );
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PrecacheInstancedScene( "scenes/Expressions/FishermanCombat.vcd" );
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}
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virtual void Activate()
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{
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BaseClass::Activate();
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if (m_iHatState == -1)
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{
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m_iHatState = ACT_FISHERMAN_HAT_DOWN;
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}
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// allocate layer, start with the hat down
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m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
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}
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void Spawn( void );
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void SelectModel();
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Class_T Classify( void );
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void HandleAnimEvent( animevent_t *pEvent );
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bool ShouldLookForBetterWeapon() { return false; }
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virtual bool IgnorePlayerPushing( void ) { return true; }
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void DeathSound( const CTakeDamageInfo &info );
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int m_iHatLayer; // overlay layer for hat, don't save/restore.
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int m_iHatState; // hat state, persistant.
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DEFINE_CUSTOM_AI;
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};
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LINK_ENTITY_TO_CLASS( npc_fisherman, CNPC_Fisherman );
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//---------------------------------------------------------
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//
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//---------------------------------------------------------
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/*
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IMPLEMENT_SERVERCLASS_ST(CNPC_Fisherman, DT_NPC_Fisherman)
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END_SEND_TABLE()
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*/
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Fisherman )
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// DEFINE_FIELD( m_iHatLayer, FIELD_INT ),
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DEFINE_FIELD( m_iHatState, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Fisherman::SelectModel()
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{
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SetModelName( AllocPooledString( FISHERMAN_MODEL ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Fisherman::Spawn( void )
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{
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m_iHatLayer = -1;
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m_iHatState = -1;
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Precache();
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m_iHealth = 80;
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// m_iszIdleExpression = MAKE_STRING("scenes/Expressions/FishermanIdle.vcd");
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// m_iszAlertExpression = MAKE_STRING("scenes/Expressions/FishermanAlert.vcd");
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// m_iszCombatExpression = MAKE_STRING("scenes/Expressions/FishermanCombat.vcd");
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BaseClass::Spawn();
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AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
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NPCInit();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_Fisherman::Classify( void )
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{
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return CLASS_PLAYER_ALLY_VITAL;
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_Fisherman::HandleAnimEvent( animevent_t *pEvent )
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{
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if ( pEvent->event == NPC_EVENT_LEFTFOOT )
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{
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EmitSound( "NPC_Fisherman.FootstepLeft", pEvent->eventtime );
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}
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else if ( pEvent->event == NPC_EVENT_RIGHTFOOT )
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{
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EmitSound( "NPC_Fisherman.FootstepRight", pEvent->eventtime );
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}
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else if ( pEvent->event == AE_FISHERMAN_HAT_UP )
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{
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if (m_iHatLayer != -1)
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{
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RemoveLayer( m_iHatLayer, 0.2, 0.2 );
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m_iHatLayer = -1;
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}
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m_iHatState = ACT_FISHERMAN_HAT_UP;
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m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
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}
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else if ( pEvent->event == AE_FISHERMAN_HAT_DOWN )
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{
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if (m_iHatLayer != -1)
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{
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RemoveLayer( m_iHatLayer, 0.2, 0.2 );
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m_iHatLayer = -1;
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}
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m_iHatState = ACT_FISHERMAN_HAT_DOWN;
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m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
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}
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else if ( pEvent->event == AE_FISHERMAN_HAT_ON )
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{
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m_iHatLayer = AddGesture( (Activity)m_iHatState, false );
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}
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else if ( pEvent->event == AE_FISHERMAN_HAT_OFF )
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{
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if (m_iHatLayer != -1)
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{
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RemoveLayer( m_iHatLayer, 0.2, 0.2 );
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m_iHatLayer = -1;
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}
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}
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else
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{
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BaseClass::HandleAnimEvent( pEvent );
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}
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CNPC_Fisherman::DeathSound( const CTakeDamageInfo &info )
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{
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// Sentences don't play on dead NPCs
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SentenceStop();
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}
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//-----------------------------------------------------------------------------
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//
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// Schedules
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//
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//-----------------------------------------------------------------------------
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AI_BEGIN_CUSTOM_NPC( npc_fisherman, CNPC_Fisherman )
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DECLARE_ACTIVITY( ACT_FISHERMAN_HAT_UP )
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DECLARE_ACTIVITY( ACT_FISHERMAN_HAT_DOWN )
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DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_UP )
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DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_DOWN )
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DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_ON )
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DECLARE_ANIMEVENT( AE_FISHERMAN_HAT_OFF )
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AI_END_CUSTOM_NPC()
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