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For now, made unhidden npc_sniper translate idle to proper gun-holding activity
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@ -250,6 +250,10 @@ public:
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virtual int SelectSchedule( void );
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virtual int SelectSchedule( void );
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virtual int TranslateSchedule( int scheduleType );
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virtual int TranslateSchedule( int scheduleType );
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#ifdef MAPBASE
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Activity NPC_TranslateActivity( Activity eNewActivity );
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#endif
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bool KeyValue( const char *szKeyName, const char *szValue );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void PrescheduleThink( void );
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void PrescheduleThink( void );
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@ -2036,6 +2040,23 @@ int CProtoSniper::TranslateSchedule( int scheduleType )
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return BaseClass::TranslateSchedule( scheduleType );
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return BaseClass::TranslateSchedule( scheduleType );
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}
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}
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#ifdef MAPBASE
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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Activity CProtoSniper::NPC_TranslateActivity( Activity eNewActivity )
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{
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// ACT_IDLE is now just the soldier's unarmed idle animation.
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// Use a gun-holding animation like what unhidden snipers were using before.
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if (!HasSpawnFlags( SF_SNIPER_HIDDEN ) && eNewActivity == ACT_IDLE)
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{
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eNewActivity = ACT_IDLE_SMG1;
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}
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return BaseClass::NPC_TranslateActivity( eNewActivity );
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}
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#endif
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//---------------------------------------------------------
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//---------------------------------------------------------
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//---------------------------------------------------------
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//---------------------------------------------------------
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void CProtoSniper::ScopeGlint()
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void CProtoSniper::ScopeGlint()
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