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@ -14,7 +14,7 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/*QUAKED monster_scientist (0 0.8 0.8) (-16 -16 0) (16 16 72)
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/*QUAKED SHScientist (0 0.8 0.8) (-16 -16 0) (16 16 72)
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HALF-LIFE (1998) ENTITY
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@ -69,9 +69,9 @@ enum
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SCIA_DEADTABLE3
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};
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class monster_scientist:NSTalkMonster
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class SHScientist:NSTalkMonster
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{
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void(void) monster_scientist;
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void(void) SHScientist;
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/* override */
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virtual void(void) SeeThink;
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@ -80,28 +80,22 @@ class monster_scientist:NSTalkMonster
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virtual float(void) GetRunSpeed;
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virtual void(void) PanicFrame;
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virtual void(void) Spawned;
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virtual void(void) Respawn;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) PlayerUse;
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virtual void(void) TalkPanic;
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virtual int(void) AnimIdle;
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virtual int(void) AnimWalk;
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virtual int(void) AnimRun;
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virtual int(void) AttackMelee;
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virtual void(void) AttackNeedle;
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virtual void(void) FallNoise;
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virtual void(string, string) SpawnKey;
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};
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/* Players scare scientists if they see them in Stealth Hunting */
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void
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monster_scientist::SeeThink(void)
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SHScientist::SeeThink(void)
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{
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/* let's call the original monster SeeThink function */
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super::SeeThink();
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@ -126,28 +120,28 @@ monster_scientist::SeeThink(void)
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/* scientist's speed is controlled via cvar */
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void
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monster_scientist::PanicFrame(void)
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SHScientist::PanicFrame(void)
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{
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super::PanicFrame();
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input_movevalues = [6 * cvar("sh_scispeed"), 0, 0];
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}
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float
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monster_scientist::GetWalkSpeed(void)
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SHScientist::GetWalkSpeed(void)
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{
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super::GetWalkSpeed();
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return 1.6 * cvar("sh_scispeed");
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}
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float
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monster_scientist::GetChaseSpeed(void)
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SHScientist::GetChaseSpeed(void)
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{
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super:: GetChaseSpeed();
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return 6 * cvar("sh_scispeed");
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}
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float
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monster_scientist::GetRunSpeed(void)
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SHScientist::GetRunSpeed(void)
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{
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super::GetRunSpeed();
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return 3.5 * cvar("sh_scispeed");
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@ -155,13 +149,13 @@ monster_scientist::GetRunSpeed(void)
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void
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monster_scientist::FallNoise(void)
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SHScientist::FallNoise(void)
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{
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Sound_Speak(this, "monster_scientist.fall");
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}
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int
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monster_scientist::AttackMelee(void)
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SHScientist::AttackMelee(void)
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{
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/* visual */
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AnimPlay(61);
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@ -192,7 +186,7 @@ monster_scientist::AttackMelee(void)
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/* a function for poison that slowly kills the target */
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static void
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monster_scientist_NeedleAttack(entity target)
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SHScientist_NeedleAttack(entity target)
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{
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bool isDead = false;
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bool isHealed = false;
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@ -229,11 +223,11 @@ monster_scientist_NeedleAttack(entity target)
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}
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void
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monster_scientist::AttackNeedle(void)
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SHScientist::AttackNeedle(void)
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{
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/* implement our special function so we know who are we attacking */
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static void AttackNeedle_PoisonDamage(void) {
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monster_scientist_NeedleAttack(self);
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SHScientist_NeedleAttack(self);
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}
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/* look for our victim */
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@ -256,31 +250,12 @@ monster_scientist::AttackNeedle(void)
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trace_ent.poisonTimer = trace_ent.poisonTimer.ScheduleTimer(trace_ent, AttackNeedle_PoisonDamage, 3.0f, true);
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/* apply our poison attack to the victim */
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monster_scientist_NeedleAttack(trace_ent);
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SHScientist_NeedleAttack(trace_ent);
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}
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}
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/* TODO someday these will use the ACT system */
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int
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monster_scientist::AnimIdle(void)
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{
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return SCIA_IDLE1;
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}
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int
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monster_scientist::AnimWalk(void)
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{
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return SCIA_WALK;
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}
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int
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monster_scientist::AnimRun(void)
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{
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return SCIA_RUN;
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}
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void
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monster_scientist::TalkPanic(void)
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SHScientist::TalkPanic(void)
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{
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/* it's annoying and prevents the laugh in these gamemodes */
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if (g_chosen_mode == SHMODE_MADNESS || g_chosen_mode == SHMODE_INVASION)
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@ -345,9 +320,9 @@ monster_scientist::TalkPanic(void)
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}
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void
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monster_scientist::PlayerUse(void)
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SHScientist::PlayerUse(void)
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{
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if (spawnflags & MSF_PREDISASTER) {
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if (spawnflags & MSF_RESERVED3) {
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Sentence("!SC_POK");
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return;
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}
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@ -361,7 +336,7 @@ monster_scientist::PlayerUse(void)
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}
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void
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monster_scientist::Pain(void)
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SHScientist::Pain(void)
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{
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/* make everyone on edge */
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WarnAllies();
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@ -370,10 +345,6 @@ monster_scientist::Pain(void)
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return;
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}
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if (random() < 0.25f) {
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return;
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}
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if (IsAlive() == true) {
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Sound_Speak(this, "monster_scientist.pain");
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SetFrame(SCIA_FLINCH + floor(random(0, 6)));
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@ -383,7 +354,7 @@ monster_scientist::Pain(void)
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}
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void
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monster_scientist::Death(void)
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SHScientist::Death(void)
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{
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bool deathcheck = false;
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HLGameRules rules = (HLGameRules)g_grMode;
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@ -397,7 +368,7 @@ monster_scientist::Death(void)
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rules.ScientistKill((player)g_dmg_eAttacker, (entity)this);
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Plugin_PlayerObituary(g_dmg_eAttacker, this, g_dmg_iWeapon, g_dmg_iHitBody, g_dmg_iDamage);
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Sound_Speak(this, "monster_scientist.die");
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Sound_Speak(this, "SHScientist.die");
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deathcheck = true;
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}
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@ -417,7 +388,7 @@ monster_scientist::Death(void)
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}
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void
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monster_scientist::Respawn(void)
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SHScientist::Respawn(void)
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{
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HLGameRules rules = (HLGameRules)g_grMode;
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@ -447,7 +418,9 @@ monster_scientist::Respawn(void)
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m_iFlags |= MONSTER_FEAR;
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}
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m_iBody = floor(random(1,5));
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if ((cvar("sh_scirand") == 1) || (m_iBody == 0)) {
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m_iBody = floor(random(1,5));
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}
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SetSkin(0);
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@ -455,19 +428,23 @@ monster_scientist::Respawn(void)
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case 1:
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m_flPitch = 105;
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netname = "Walter";
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SetBodyInGroup(1, 1);
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break;
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case 2:
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m_flPitch = 100;
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netname = "Einstein";
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SetBodyInGroup(1, 2);
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break;
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case 3:
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m_flPitch = 95;
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netname = "Luther";
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SetBodyInGroup(1, 3);
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SetSkin(1);
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break;
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default:
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m_flPitch = 100;
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netname = "Slick";
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SetBodyInGroup(1, 4);
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}
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/* recount to update sciscore and so on */
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@ -475,95 +452,7 @@ monster_scientist::Respawn(void)
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}
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void
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monster_scientist::SpawnKey(string strKey, string strValue)
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{
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switch (strKey) {
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case "body":
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SetBody(stoi(strValue) + 1);
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break;
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default:
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super::SpawnKey(strKey, strValue);
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}
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}
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void
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monster_scientist::Spawned(void)
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{
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if (spawnflags & MSF_PREDISASTER) {
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m_talkAsk = "";
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m_talkPlayerAsk = "!SC_PQUEST";
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m_talkPlayerGreet = "!SC_PHELLO";
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m_talkPlayerIdle = "!SC_PIDLE";
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} else {
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m_talkAsk = "!SC_QUESTION";
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m_talkPlayerAsk = "!SC_QUESTION";
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m_talkPlayerGreet = "!SC_HELLO";
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m_talkPlayerIdle = "!SC_PIDLE";
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}
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m_talkAnswer = "!SC_ANSWER";
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m_talkAllyShot = "!SC_PLFEAR";
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m_talkGreet = "!SC_HELLO";
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m_talkIdle = "!SC_IDLE";
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m_talkHearing = "!SC_HEAR";
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m_talkSmelling = "!SC_SMELL";
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m_talkStare = "!SC_STARE";
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m_talkSurvived = "!SC_WOUND";
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m_talkWounded = "!SC_MORTAL";
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/* they seem to use predisaster lines regardless of disaster state */
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m_talkPlayerWounded1 = "!SC_CUREA";
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m_talkPlayerWounded2 = "!SC_CUREB";
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m_talkPlayerWounded3 = "!SC_CUREC";
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m_talkUnfollow = "!SC_WAIT";
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m_talkFollow = "!SC_OK";
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m_talkStopFollow = "!SC_STOP";
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if (cvar("sh_scirand") == 1) {
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m_iBody = -1;
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} else {
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m_iBody = "";
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}
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model = "models/scientist.mdl";
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base_mins = [-16,-16,0];
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base_maxs = [16,16,72];
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base_health = Skill_GetValue("scientist_health", 20);
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super::Spawned();
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Sound_Precache("monster_scientist.die");
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Sound_Precache("monster_scientist.pain");
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Sound_Precache("monster_scientist.laugh");
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Sound_Precache("monster_scientist.fall");
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/* has the body not been overriden, etc. choose a character for us */
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if (m_iBody == -1) {
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SetBody((int)floor(random(1,5)));
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}
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switch (m_iBody) {
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case 1:
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m_flPitch = 105;
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netname = "Walter";
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break;
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case 2:
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m_flPitch = 100;
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netname = "Einstein";
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break;
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case 3:
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m_flPitch = 95;
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netname = "Luther";
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SetSkin(1);
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break;
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default:
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m_flPitch = 100;
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netname = "Slick";
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}
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}
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void
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monster_scientist::monster_scientist(void)
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SHScientist::SHScientist(void)
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{
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}
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