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upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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@@ -31,7 +31,7 @@
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//-----------------------------------------------------------------------------
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bool CAI_BaseHumanoid::HandleInteraction(int interactionType, void *data, CBaseCombatCharacter* sourceEnt)
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{
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#ifdef HL2_DLL
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#if defined( HL2_DLL )
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// Annoying to ifdef this out. Copy it into all the HL2 specific humanoid NPC's instead?
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if ( interactionType == g_interactionBarnacleVictimDangle )
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{
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@@ -167,7 +167,7 @@ bool CAI_BaseHumanoid::OnMoveBlocked( AIMoveResult_t *pResult )
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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#define SNEAK_ATTACK_DIST 360.0f // 30 feet
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void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator )
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void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr )
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{
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bool bSneakAttacked = false;
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@@ -205,11 +205,11 @@ void CAI_BaseHumanoid::TraceAttack( const CTakeDamageInfo &info, const Vector &v
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CTakeDamageInfo newInfo = info;
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newInfo.SetDamage( GetHealth() );
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BaseClass::TraceAttack( newInfo, vecDir, ptr, pAccumulator );
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BaseClass::TraceAttack( newInfo, vecDir, ptr );
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return;
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}
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BaseClass::TraceAttack( info, vecDir, ptr, pAccumulator );
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BaseClass::TraceAttack( info, vecDir, ptr );
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}
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//-----------------------------------------------------------------------------
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