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//========= Copyright Valve Corporation, All rights reserved. ============//
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// c_eyeball_boss.cpp
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#include "cbase.h"
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#include "NextBot/C_NextBot.h"
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#include "c_zombie.h"
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#include "tf_shareddefs.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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//-----------------------------------------------------------------------------
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IMPLEMENT_CLIENTCLASS_DT( C_Zombie, DT_Zombie, CZombie )
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RecvPropFloat( RECVINFO( m_flHeadScale ) ),
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END_RECV_TABLE()
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C_Zombie::C_Zombie()
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{
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}
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bool C_Zombie::ShouldCollide( int collisionGroup, int contentsMask ) const
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{
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if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
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return false;
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return BaseClass::ShouldCollide( collisionGroup, contentsMask );
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}
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extern void BuildBigHeadTransformations( CBaseAnimating *pObject, CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, float flScale );
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void C_Zombie::BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed )
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{
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BaseClass::BuildTransformations( hdr, pos, q, cameraTransform, boneMask, boneComputed );
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m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
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BuildBigHeadTransformations( this, hdr, pos, q, cameraTransform, boneMask, boneComputed, m_flHeadScale );
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}
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