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Added Melee attack keyvalue
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@ -211,6 +211,7 @@ BEGIN_DATADESC( CNPC_BaseZombie )
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DEFINE_FIELD( m_fIsTorso, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fIsTorso, FIELD_BOOLEAN ),
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#ifdef MAPBASE
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#ifdef MAPBASE
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DEFINE_KEYFIELD( m_fIsHeadless, FIELD_BOOLEAN, "Headless" ),
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DEFINE_KEYFIELD( m_fIsHeadless, FIELD_BOOLEAN, "Headless" ),
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DEFINE_KEYFIELD( m_flMeleeReach, FIELD_FLOAT, "MeleeReach" ),
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#else
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#else
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DEFINE_FIELD( m_fIsHeadless, FIELD_BOOLEAN ),
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DEFINE_FIELD( m_fIsHeadless, FIELD_BOOLEAN ),
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#endif
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#endif
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@ -20,8 +20,6 @@
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#define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController())
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#define ENVELOPE_CONTROLLER (CSoundEnvelopeController::GetController())
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#define ZOMBIE_MELEE_REACH 55
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extern int AE_ZOMBIE_ATTACK_RIGHT;
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extern int AE_ZOMBIE_ATTACK_RIGHT;
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extern int AE_ZOMBIE_ATTACK_LEFT;
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extern int AE_ZOMBIE_ATTACK_LEFT;
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extern int AE_ZOMBIE_ATTACK_BOTH;
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extern int AE_ZOMBIE_ATTACK_BOTH;
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@ -141,7 +139,7 @@ public:
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}
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}
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int MeleeAttack1Conditions ( float flDot, float flDist );
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int MeleeAttack1Conditions ( float flDot, float flDist );
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virtual float GetClawAttackRange() const { return ZOMBIE_MELEE_REACH; }
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virtual float GetClawAttackRange() const { return m_flMeleeReach; }
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// No range attacks
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// No range attacks
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int RangeAttack1Conditions ( float flDot, float flDist ) { return( 0 ); }
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int RangeAttack1Conditions ( float flDot, float flDist ) { return( 0 ); }
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@ -257,6 +255,8 @@ protected:
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float m_flNextFlinch;
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float m_flNextFlinch;
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float m_flMeleeReach;
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bool m_bHeadShot; // Used to determine the survival of our crab beyond our death.
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bool m_bHeadShot; // Used to determine the survival of our crab beyond our death.
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//
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//
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