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https://github.com/nillerusr/source-engine.git
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add source-sdk-2013
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@@ -1,232 +0,0 @@
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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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//=========================================================
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// GMan - misunderstood servant of the people
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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 "IEffects.h"
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#include "vstdlib/random.h"
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#include "ai_baseactor.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CNPC_GMan : public CAI_BaseActor
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{
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DECLARE_CLASS( CNPC_GMan, CAI_BaseActor );
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public:
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void Spawn( void );
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void Precache( void );
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float MaxYawSpeed( void ){ return 90.0f; }
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Class_T Classify ( void );
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void HandleAnimEvent( animevent_t *pEvent );
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int GetSoundInterests ( void );
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bool IsInC5A1();
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void StartTask( const Task_t *pTask );
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void RunTask( const Task_t *pTask );
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int OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo );
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void TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType);
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virtual int PlayScriptedSentence( const char *pszSentence, float duration, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener );
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EHANDLE m_hPlayer;
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EHANDLE m_hTalkTarget;
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float m_flTalkTime;
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};
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LINK_ENTITY_TO_CLASS( monster_gman, CNPC_GMan );
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//=========================================================
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// Hack that tells us whether the GMan is in the final map
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//=========================================================
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bool CNPC_GMan::IsInC5A1()
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{
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const char *pMapName = STRING(gpGlobals->mapname);
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if( pMapName )
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{
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return !Q_strnicmp( pMapName, "c5a1", 4 );
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}
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return false;
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}
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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Class_T CNPC_GMan::Classify ( void )
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{
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return CLASS_NONE;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CNPC_GMan::HandleAnimEvent( animevent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case 1:
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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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// GetSoundInterests - generic monster can't hear.
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//=========================================================
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int CNPC_GMan::GetSoundInterests ( void )
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{
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return NULL;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CNPC_GMan::Spawn()
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{
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Precache();
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BaseClass::Spawn();
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SetModel( "models/gman.mdl" );
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SetHullType(HULL_HUMAN);
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SetHullSizeNormal();
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SetSolid( SOLID_BBOX );
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AddSolidFlags( FSOLID_NOT_STANDABLE );
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SetMoveType( MOVETYPE_STEP );
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SetBloodColor( BLOOD_COLOR_MECH );
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m_iHealth = 8;
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m_flFieldOfView = 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesAdd( bits_CAP_MOVE_GROUND | bits_CAP_OPEN_DOORS | bits_CAP_USE_WEAPONS | bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD);
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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_GMan::Precache()
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{
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PrecacheModel( "models/gman.mdl" );
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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void CNPC_GMan::StartTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_WAIT:
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if (m_hPlayer == NULL)
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{
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m_hPlayer = gEntList.FindEntityByClassname( NULL, "player" );
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}
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break;
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}
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BaseClass::StartTask( pTask );
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}
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void CNPC_GMan::RunTask( const Task_t *pTask )
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{
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switch( pTask->iTask )
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{
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case TASK_WAIT:
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// look at who I'm talking to
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if (m_flTalkTime > gpGlobals->curtime && m_hTalkTarget != NULL)
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{
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AddLookTarget( m_hTalkTarget->GetAbsOrigin(), 1.0, 2.0 );
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}
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// look at player, but only if playing a "safe" idle animation
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else if (m_hPlayer != NULL && (GetSequence() == 0 || IsInC5A1()) )
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{
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AddLookTarget( m_hPlayer->EyePosition(), 1.0, 3.0 );
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}
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else
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{
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// Just center the head forward.
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Vector forward;
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GetVectors( &forward, NULL, NULL );
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AddLookTarget( GetAbsOrigin() + forward * 12.0f, 1.0, 1.0 );
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SetBoneController( 0, 0 );
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}
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BaseClass::RunTask( pTask );
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break;
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}
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SetBoneController( 0, 0 );
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BaseClass::RunTask( pTask );
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}
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//=========================================================
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// Override all damage
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//=========================================================
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int CNPC_GMan::OnTakeDamage_Alive( const CTakeDamageInfo &inputInfo )
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{
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m_iHealth = m_iMaxHealth / 2; // always trigger the 50% damage aitrigger
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if ( inputInfo.GetDamage() > 0 )
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SetCondition( COND_LIGHT_DAMAGE );
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if ( inputInfo.GetDamage() >= 20 )
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SetCondition( COND_HEAVY_DAMAGE );
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return TRUE;
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}
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void CNPC_GMan::TraceAttack( CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType)
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{
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g_pEffects->Ricochet( ptr->endpos, ptr->plane.normal );
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// AddMultiDamage( pevAttacker, this, flDamage, bitsDamageType );
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}
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int CNPC_GMan::PlayScriptedSentence( const char *pszSentence, float delay, float volume, soundlevel_t soundlevel, bool bConcurrent, CBaseEntity *pListener )
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{
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BaseClass::PlayScriptedSentence( pszSentence, delay, volume, soundlevel, bConcurrent, pListener );
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m_flTalkTime = gpGlobals->curtime + delay;
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m_hTalkTarget = pListener;
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return 1;
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}
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