mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-04-20 16:32:30 +03:00
Added bullsquid to VPC, FGD, and soundscripts
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parent
1a6d5530ec
commit
27b700b0cc
18
sp/game/mod_episodic/bullsquid.fgd
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18
sp/game/mod_episodic/bullsquid.fgd
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@ -0,0 +1,18 @@
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//=============================================================================
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//
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// Purpose: Half-Life 2 mod game definition file (.fgd)
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// Defines new entities for bullsquid
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//
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//=============================================================================
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@include "base.fgd"
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@include "halflife2.fgd"
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//-------------------------------------------------------------------------
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//
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// NPCs
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//
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//-------------------------------------------------------------------------
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@NPCClass base(BaseNPC) studio(" "models/bullsquid.mdl" ) = npc_bullsquid : "Bullsquid"
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[
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]
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@ -119,8 +119,11 @@ game_sounds_manifest
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"precache_file" "scripts/npc_sounds_alyx_episodic2.txt"
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"precache_file" "scripts/npc_sounds_turret_episodic2.txt"
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// 1upD's Halloween NPCs
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// 1upD's Custom NPCs
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"precache_file" "scripts/npc_sounds_shadow_walker.txt"
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"precache_file" "scripts/npc_sounds_lost_soul.txt"
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"precache_file" "scripts/npc_sounds_bullsquid.txt"
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}
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98
sp/game/mod_episodic/scripts/npc_sounds_bullsquid.txt
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98
sp/game/mod_episodic/scripts/npc_sounds_bullsquid.txt
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// Bullsquid
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"NPC_Bullsquid.Idle"
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{
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"channel" "CHAN_VOICE"
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"volume" "1.0"
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"soundlevel" "SNDLVL_75dB"
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"pitch" "PITCH_NORM"
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"rndwave"
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{
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"wave" "bullchicken/bc_idle1.wav"
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"wave" "bullchicken/bc_idle2.wav"
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"wave" "bullchicken/bc_idle3.wav"
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"wave" "bullchicken/bc_idle4.wav"
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"wave" "bullchicken/bc_idle5.wav"
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}
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}
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"NPC_Bullsquid.Pain"
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{
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"channel" "CHAN_VOICE"
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"volume" "1.0"
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"soundlevel" "SNDLVL_85dB"
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"pitch" "PITCH_NORM"
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"rndwave"
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{
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"wave" "bullchicken/bc_pain1.wav"
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"wave" "bullchicken/bc_pain2.wav"
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"wave" "bullchicken/bc_pain3.wav"
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"wave" "bullchicken/bc_pain4.wav"
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}
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}
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"npc_bullsquid.Alert"
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{
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"channel" "CHAN_VOICE"
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"volume" "1.0"
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"soundlevel" "SNDLVL_85dB"
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"pitch" "PITCH_NORM"
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"rndwave"
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{
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"wave" "bullchicken/bc_idle1.wav"
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"wave" "bullchicken/bc_idle2.wav"
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}
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}
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"NPC_Bullsquid.Die"
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{
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"channel" "CHAN_VOICE"
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"volume" "1.0"
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"soundlevel" "SNDLVL_85dB"
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"pitch" "PITCH_NORM"
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"rndwave"
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{
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"wave" "bullchicken/bc_die1.wav"
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"wave" "bullchicken/bc_die2.wav"
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"wave" "bullchicken/bc_die3.wav"
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}
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}
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"NPC_Bullsquid.Attack1"
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{
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"channel" "CHAN_VOICE"
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"volume" "1.0"
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"soundlevel" "SNDLVL_100dB"
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"pitch" "PITCH_NORM"
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"rndwave"
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{
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"wave" "bullchicken/bc_attack2.wav"
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"wave" "bullchicken/bc_attack3.wav"
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}
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}
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"NPC_Bullsquid.Bite"
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{
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"channel" "CHAN_VOICE"
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"volume" "1.0"
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"soundlevel" "SNDLVL_85dB"
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"pitch" "PITCH_NORM"
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"rndwave"
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{
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"wave" "bullchicken/bc_bite2.wav"
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"wave" "bullchicken/bc_bite3.wav"
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}
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}
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"NPC_Bullsquid.Growl"
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{
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"channel" "CHAN_VOICE"
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"volume" "1.0"
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"soundlevel" "SNDLVL_80dB"
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"pitch" "PITCH_NORM"
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"rndwave"
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{
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"wave" "bullchicken/bc_attackgrowl.wav"
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"wave" "bullchicken/bc_attackgrowl2.wav"
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"wave" "bullchicken/bc_attackgrowl3.wav"
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}
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}
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@ -1,176 +0,0 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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// This is a skeleton file for use when creating a new
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// NPC. Copy and rename this file for the new
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// NPC and add the copy to the build.
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//
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// Leave this file in the build until we ship! Allowing
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// this file to be rebuilt with the rest of the game ensures
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// that it stays up to date with the rest of the NPC code.
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//
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// Replace occurances of CNPC_Test with the new NPC's
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// classname. Don't forget the lower-case occurance in
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// LINK_ENTITY_TO_CLASS()
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//
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//
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// ASSUMPTIONS MADE:
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//
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// You're making a character based on CAI_BaseNPC. If this
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// is not true, make sure you replace all occurances
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// of 'CAI_BaseNPC' in this file with the appropriate
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// parent class.
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//
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// You're making a human-sized NPC that walks.
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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_hull.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 "ai_basenpc.h"
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#include "engine/IEngineSound.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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// Private activities
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//=========================================================
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int ACT_TESTCUSTOMACTIVITY = -1;
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//=========================================================
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// Custom schedules
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//=========================================================
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enum
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{
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SCHED_TESTCUSTOMSCHEDULE = LAST_SHARED_SCHEDULE,
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};
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//=========================================================
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// Custom tasks
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//=========================================================
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enum
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{
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TASK_TESTCUSTOMTASK = LAST_SHARED_TASK,
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};
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//=========================================================
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// Custom Conditions
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//=========================================================
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enum
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{
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COND_TESTCUSTOMCONDITION = LAST_SHARED_CONDITION,
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};
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//=========================================================
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//=========================================================
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class CNPC_Test : public CAI_BaseNPC
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{
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DECLARE_CLASS( CNPC_Test, CAI_BaseNPC );
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public:
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void Precache( void );
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void Spawn( void );
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Class_T Classify( void );
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DECLARE_DATADESC();
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// This is a dummy field. In order to provide save/restore
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// code in this file, we must have at least one field
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// for the code to operate on. Delete this field when
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// you are ready to do your own save/restore for this
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// character.
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int m_iDeleteThisField;
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DEFINE_CUSTOM_AI;
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};
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LINK_ENTITY_TO_CLASS( npc_test, CNPC_Test );
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IMPLEMENT_CUSTOM_AI( npc_citizen,CNPC_Test );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CNPC_Test )
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DEFINE_FIELD( m_iDeleteThisField, FIELD_INTEGER ),
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose: Initialize the custom schedules
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// Input :
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// Output :
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//-----------------------------------------------------------------------------
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void CNPC_Test::InitCustomSchedules(void)
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{
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INIT_CUSTOM_AI(CNPC_Test);
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ADD_CUSTOM_TASK(CNPC_Test, TASK_TESTCUSTOMTASK);
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ADD_CUSTOM_SCHEDULE(CNPC_Test, SCHED_TESTCUSTOMSCHEDULE);
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ADD_CUSTOM_ACTIVITY(CNPC_Test, ACT_TESTCUSTOMACTIVITY);
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ADD_CUSTOM_CONDITION(CNPC_Test, COND_TESTCUSTOMCONDITION);
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNPC_Test::Precache( void )
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{
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PrecacheModel("models/humans/group01/female_01.mdl");
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BaseClass::Precache();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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//-----------------------------------------------------------------------------
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void CNPC_Test::Spawn( void )
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{
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Precache();
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SetModel( "models/humans/group01/female_01.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_RED );
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m_iHealth = 20;
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m_flFieldOfView = 0.5;
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m_NPCState = NPC_STATE_NONE;
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CapabilitiesClear();
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//CapabilitiesAdd( bits_CAP_NONE );
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NPCInit();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//
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//
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// Output :
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//-----------------------------------------------------------------------------
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Class_T CNPC_Test::Classify( void )
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{
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return CLASS_TEST;
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}
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@ -59,6 +59,8 @@ $Project "Server (Episodic)"
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$File "mod\npc_shadow_walker.cpp"
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$File "mod\weapon_custom_melee.h"
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$File "mod\weapon_custom_flaregun.cpp"
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$File "hl2\npc_bullsquid.h"
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$File "hl2\npc_bullsquid.cpp"
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}
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$File "$SRCDIR\game\shared\episodic\achievements_ep1.cpp"
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$File "$SRCDIR\game\shared\episodic\achievements_ep2.cpp"
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