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add hl1,portal,dod source code
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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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// $NoKeywords: $
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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_memory.h"
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#include "ai_route.h"
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#include "ai_motor.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 "animation.h"
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#include "basecombatweapon.h"
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#include "IEffects.h"
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#include "vstdlib/random.h"
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#include "engine/IEngineSound.h"
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#include "ammodef.h"
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#include "hl1_ai_basenpc.h"
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class CNPC_Bloater : public CHL1BaseNPC
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{
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DECLARE_CLASS( CNPC_Bloater, CHL1BaseNPC );
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public:
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void Spawn( void );
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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 PainSound( const CTakeDamageInfo &info );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSnd( void );
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// No range attacks
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BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );*/
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};
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LINK_ENTITY_TO_CLASS( monster_bloater, CNPC_Bloater );
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_Bloater::Spawn()
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{
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Precache( );
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SetModel( "models/floater.mdl");
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// UTIL_SetSize( this, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_FLY );
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m_spawnflags |= FL_FLY;
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m_bloodColor = BLOOD_COLOR_GREEN;
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m_iHealth = 40;
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// pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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SetRenderColor( 255, 255, 255, 255 );
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NPCInit();
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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 CNPC_Bloater::Precache()
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{
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PrecacheModel("models/floater.mdl");
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}
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