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https://github.com/mapbase-source/source-sdk-2013.git
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Change new CNPC_BaseZombie customization vars to match actual data types
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@ -211,8 +211,8 @@ 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_iMeleeReach, FIELD_INTEGER, "MeleeReach" ),
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DEFINE_KEYFIELD( m_flMeleeReach, FIELD_FLOAT, "MeleeReach" ),
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DEFINE_KEYFIELD( m_iMaxPlayerDistToSwat, FIELD_INTEGER, "MaxPlayerDistToSwat" ),
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DEFINE_KEYFIELD( m_flMaxDistToSwat, FIELD_FLOAT, "MaxDistToSwat" ),
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DEFINE_KEYFIELD( m_iMaxObjMassToSwat, FIELD_INTEGER, "MaxObjMassToSwat" ),
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DEFINE_KEYFIELD( m_iMaxObjMassToSwat, FIELD_INTEGER, "MaxObjMassToSwat" ),
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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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@ -260,8 +260,8 @@ CNPC_BaseZombie::CNPC_BaseZombie()
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m_iMoanSound = g_numZombies;
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m_iMoanSound = g_numZombies;
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#ifdef MAPBASE
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#ifdef MAPBASE
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m_iMeleeReach = ZOMBIE_MELEE_REACH;
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m_flMeleeReach = ZOMBIE_MELEE_REACH;
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m_iMaxPlayerDistToSwat = ZOMBIE_PLAYER_MAX_SWAT_DIST;
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m_flMaxDistToSwat = ZOMBIE_PLAYER_MAX_SWAT_DIST;
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m_iMaxObjMassToSwat = ZOMBIE_MAX_PHYSOBJ_MASS;
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m_iMaxObjMassToSwat = ZOMBIE_MAX_PHYSOBJ_MASS;
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#endif
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#endif
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@ -307,7 +307,7 @@ bool CNPC_BaseZombie::FindNearestPhysicsObject( int iMaxMass )
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#ifndef MAPBASE
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#ifndef MAPBASE
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if (dist > ZOMBIE_PLAYER_MAX_SWAT_DIST)
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if (dist > ZOMBIE_PLAYER_MAX_SWAT_DIST)
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#else
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#else
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if (dist > m_iMaxPlayerDistToSwat)
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if (dist > m_flMaxDistToSwat)
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#endif
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#endif
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{
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{
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// Player is too far away. Don't bother
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// Player is too far away. Don't bother
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@ -145,7 +145,7 @@ public:
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virtual float GetClawAttackRange() const
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virtual float GetClawAttackRange() const
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{
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{
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#ifdef MAPBASE
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#ifdef MAPBASE
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return m_iMeleeReach;
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return m_flMeleeReach;
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#else
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#else
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return ZOMBIE_MELEE_REACH;
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return ZOMBIE_MELEE_REACH;
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#endif
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#endif
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@ -266,8 +266,8 @@ protected:
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float m_flNextFlinch;
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float m_flNextFlinch;
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#ifdef MAPBASE
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#ifdef MAPBASE
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int m_iMeleeReach;
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float m_flMeleeReach;
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int m_iMaxPlayerDistToSwat;
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float m_flMaxDistToSwat;
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int m_iMaxObjMassToSwat;
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int m_iMaxObjMassToSwat;
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#endif
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#endif
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