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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 "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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#include "ai_behavior_functank.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 BARNEY_MODEL "models/barney.mdl"
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ConVar sk_barney_health( "sk_barney_health","0");
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//=========================================================
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// Barney activities
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//=========================================================
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class CNPC_Barney : public CNPC_PlayerCompanion
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{
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public:
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DECLARE_CLASS( CNPC_Barney, 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_Barney.FootstepLeft" );
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PrecacheScriptSound( "NPC_Barney.FootstepRight" );
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PrecacheScriptSound( "NPC_Barney.Die" );
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PrecacheInstancedScene( "scenes/Expressions/BarneyIdle.vcd" );
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PrecacheInstancedScene( "scenes/Expressions/BarneyAlert.vcd" );
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PrecacheInstancedScene( "scenes/Expressions/BarneyCombat.vcd" );
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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 Weapon_Equip( CBaseCombatWeapon *pWeapon );
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bool CreateBehaviors( void );
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void HandleAnimEvent( animevent_t *pEvent );
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bool ShouldLookForBetterWeapon() { return false; }
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void OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior );
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void DeathSound( const CTakeDamageInfo &info );
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void GatherConditions();
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void UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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CAI_FuncTankBehavior m_FuncTankBehavior;
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COutputEvent m_OnPlayerUse;
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DEFINE_CUSTOM_AI;
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};
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LINK_ENTITY_TO_CLASS( npc_barney, CNPC_Barney );
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//---------------------------------------------------------
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//
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//---------------------------------------------------------
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IMPLEMENT_SERVERCLASS_ST(CNPC_Barney, DT_NPC_Barney)
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END_SEND_TABLE()
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Barney )
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// m_FuncTankBehavior
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DEFINE_OUTPUT( m_OnPlayerUse, "OnPlayerUse" ),
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DEFINE_USEFUNC( UseFunc ),
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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_Barney::SelectModel()
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{
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SetModelName( AllocPooledString( BARNEY_MODEL ) );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CNPC_Barney::Spawn( void )
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{
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Precache();
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m_iHealth = 80;
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m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd");
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m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd");
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m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.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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SetUse( &CNPC_Barney::UseFunc );
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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_Barney::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_Barney::Weapon_Equip( CBaseCombatWeapon *pWeapon )
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{
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BaseClass::Weapon_Equip( pWeapon );
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if( hl2_episodic.GetBool() && FClassnameIs( pWeapon, "weapon_ar2" ) )
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{
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// Allow Barney to defend himself at point-blank range in c17_05.
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pWeapon->m_fMinRange1 = 0.0f;
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}
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CNPC_Barney::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case NPC_EVENT_LEFTFOOT:
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{
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EmitSound( "NPC_Barney.FootstepLeft", pEvent->eventtime );
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}
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break;
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case NPC_EVENT_RIGHTFOOT:
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{
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EmitSound( "NPC_Barney.FootstepRight", pEvent->eventtime );
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}
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break;
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default:
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BaseClass::HandleAnimEvent( pEvent );
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break;
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}
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}
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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void CNPC_Barney::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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EmitSound( "npc_barney.die" );
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}
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bool CNPC_Barney::CreateBehaviors( void )
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{
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BaseClass::CreateBehaviors();
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AddBehavior( &m_FuncTankBehavior );
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return true;
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}
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void CNPC_Barney::OnChangeRunningBehavior( CAI_BehaviorBase *pOldBehavior, CAI_BehaviorBase *pNewBehavior )
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{
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if ( pNewBehavior == &m_FuncTankBehavior )
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{
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m_bReadinessCapable = false;
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}
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else if ( pOldBehavior == &m_FuncTankBehavior )
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{
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m_bReadinessCapable = IsReadinessCapable();
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}
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BaseClass::OnChangeRunningBehavior( pOldBehavior, pNewBehavior );
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_Barney::GatherConditions()
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{
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BaseClass::GatherConditions();
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// Handle speech AI. Don't do AI speech if we're in scripts unless permitted by the EnableSpeakWhileScripting input.
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if ( m_NPCState == NPC_STATE_IDLE || m_NPCState == NPC_STATE_ALERT || m_NPCState == NPC_STATE_COMBAT ||
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( ( m_NPCState == NPC_STATE_SCRIPT ) && CanSpeakWhileScripting() ) )
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{
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DoCustomSpeechAI();
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_Barney::UseFunc( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
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{
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m_bDontUseSemaphore = true;
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SpeakIfAllowed( TLK_USE );
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m_bDontUseSemaphore = false;
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m_OnPlayerUse.FireOutput( pActivator, pCaller );
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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_barney, CNPC_Barney )
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AI_END_CUSTOM_NPC()
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