fix typo in NSMonster.
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2 changed files with 45 additions and 49 deletions
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@ -232,52 +232,6 @@ Check their individual descriptions as to how you're supposed to approach them.
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*/
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class NSMonster:NSNavAI
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{
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private:
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#ifdef SERVER
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entity m_ssLast;
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vector oldnet_velocity;
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float m_flPitch;
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int m_iFlags;
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vector base_mins;
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vector base_maxs;
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float base_health;
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/* sequences */
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string m_strRouteEnded;
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int m_iSequenceRemove;
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int m_iSequenceState;
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float m_flSequenceEnd;
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float m_flSequenceSpeed;
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vector m_vecSequenceAngle;
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int m_iSequenceFlags;
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movementState_t m_iMoveState;
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int m_iTriggerCondition;
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string m_strTriggerTarget;
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/* model events */
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float m_flBaseTime;
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/* attack/alliance system */
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entity m_eEnemy;
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float m_flAttackThink;
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monsterState_t m_iMState;
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monsterState_t m_iOldMState;
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vector m_vecLKPos; /* last-known pos */
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/* see/hear subsystem */
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float m_flSeeTime;
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/* animation cycles */
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float m_flAnimTime;
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/* timer for keeping track of the target */
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float m_flTrackingTime;
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PREDICTED_VECTOR_N(view_ofs)
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nonvirtual void _LerpTurnToEnemy(void);
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#endif
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public:
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void NSMonster(void);
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@ -420,6 +374,48 @@ private:
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#endif
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#ifdef SERVER
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entity m_ssLast;
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vector oldnet_velocity;
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float m_flPitch;
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int m_iFlags;
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vector base_mins;
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vector base_maxs;
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float base_health;
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/* sequences */
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string m_strRouteEnded;
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int m_iSequenceRemove;
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int m_iSequenceState;
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float m_flSequenceEnd;
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float m_flSequenceSpeed;
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vector m_vecSequenceAngle;
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int m_iSequenceFlags;
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movementState_t m_iMoveState;
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int m_iTriggerCondition;
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string m_strTriggerTarget;
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/* model events */
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float m_flBaseTime;
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/* attack/alliance system */
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entity m_eEnemy;
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float m_flAttackThink;
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monsterState_t m_iMState;
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monsterState_t m_iOldMState;
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vector m_vecLKPos; /* last-known pos */
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/* see/hear subsystem */
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float m_flSeeTime;
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/* animation cycles */
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float m_flAnimTime;
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/* timer for keeping track of the target */
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float m_flTrackingTime;
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PREDICTED_VECTOR_N(view_ofs)
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nonvirtual void _LerpTurnToEnemy(void);
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virtual void _Alerted(void);
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#endif
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};
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@ -424,21 +424,21 @@ var float autocvar_ai_stepSize = 128;
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float
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NSMonster::GetWalkSpeed(void)
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{
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float speed = autocvar_ai_stepsize / frameduration(modelindex, AnimWalk());
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float speed = autocvar_ai_stepSize / frameduration(modelindex, AnimWalk());
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return speed;
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}
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float
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NSMonster::GetChaseSpeed(void)
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{
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float speed = autocvar_ai_stepsize / frameduration(modelindex, AnimRun());
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float speed = autocvar_ai_stepSize / frameduration(modelindex, AnimRun());
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return speed;
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}
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float
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NSMonster::GetRunSpeed(void)
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{
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float speed = autocvar_ai_stepsize / frameduration(modelindex, AnimRun());
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float speed = autocvar_ai_stepSize / frameduration(modelindex, AnimRun());
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return speed;
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}
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