Scientist Hunt: Fix the scientist by making it use the new methods to
control CBaseEntity based objects.
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1 changed files with 10 additions and 10 deletions
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@ -491,11 +491,11 @@ void monster_scientist::Physics(void)
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spvel = vlen(velocity);
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if (spvel < 5) {
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frame = (m_iFlags & SCIF_SCARED) ? SCIA_SCARED1:SCIA_IDLE1;
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SetFrame((m_iFlags & SCIF_SCARED) ? SCIA_SCARED1:SCIA_IDLE1);
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} else if (spvel <= 140) {
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frame = (m_iFlags & SCIF_SCARED) ? SCIA_WALKSCARED:SCIA_WALK;
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SetFrame((m_iFlags & SCIF_SCARED) ? SCIA_WALKSCARED:SCIA_WALK);
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} else if (spvel <= 240) {
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frame = (m_iFlags & SCIF_SCARED) ? SCIA_RUNSCARED:SCIA_RUN;
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SetFrame((m_iFlags & SCIF_SCARED) ? SCIA_RUNSCARED:SCIA_RUN);
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}
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}
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@ -566,7 +566,7 @@ void monster_scientist::Pain(int iHitBody)
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int rand = floor(random(0,sci_sndpain.length));
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Speak(sci_sndpain[rand]);
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frame = SCIA_FLINCH + floor(random(0, 5));
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SetFrame(SCIA_FLINCH + floor(random(0, 5)));
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m_iFlags |= SCIF_FEAR;
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m_flPainTime = time + 0.25f;
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@ -598,7 +598,7 @@ void monster_scientist::Death(int iHitBody)
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//takedamage = DAMAGE_NO;
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if (style != SCI_DEAD) {
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frame = SCIA_DIE_SIMPLE + floor(random(0, 6));
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SetFrame(SCIA_DIE_SIMPLE + floor(random(0, 6)));
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style = SCI_DEAD;
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}
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}
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@ -619,16 +619,16 @@ void monster_scientist::Respawn(void)
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v_angle[2] = Math_FixDelta(m_oldAngle[2]);
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flags |= FL_MONSTER;
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angles = v_angle;
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solid = SOLID_SLIDEBOX;
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movetype = MOVETYPE_WALK;
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SetAngles(v_angle);
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SetSolid(SOLID_SLIDEBOX);
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SetMovetype(MOVETYPE_WALK);
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SetModel(m_oldModel);
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setsize(this, VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
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SetSize(VEC_HULL_MIN + [0,0,36], VEC_HULL_MAX + [0,0,36]);
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SetOrigin(m_oldOrigin);
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SetFrame(SCIA_IDLE1);
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takedamage = DAMAGE_YES;
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iBleeds = TRUE;
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style = SCI_IDLE;
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frame = SCIA_IDLE1;
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health = 50;
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velocity = [0,0,0];
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m_iFlags = 0x0;
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