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hlsdk-xash3d/dlls/defaultai.cpp

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
//=========================================================
// Default behaviors.
//=========================================================
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "schedule.h"
#include "defaultai.h"
#include "soundent.h"
#include "nodes.h"
#include "scripted.h"
//=========================================================
// Fail
//=========================================================
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Task_t tlFail[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)2 },
{ TASK_WAIT_PVS, (float)0 },
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};
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Schedule_t slFail[] =
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{
{
tlFail,
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ARRAYSIZE( tlFail ),
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bits_COND_CAN_ATTACK,
0,
"Fail"
},
};
//=========================================================
// Idle Schedules
//=========================================================
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Task_t tlIdleStand1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)5 }, // repick IDLESTAND every five seconds. gives us a chance to pick an active idle, fidget, etc.
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};
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Schedule_t slIdleStand[] =
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{
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{
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tlIdleStand1,
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ARRAYSIZE( tlIdleStand1 ),
bits_COND_NEW_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL_FOOD |
bits_COND_SMELL |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT |// sound flags
bits_SOUND_WORLD |
bits_SOUND_PLAYER |
bits_SOUND_DANGER |
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bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
"IdleStand"
},
};
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Schedule_t slIdleTrigger[] =
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{
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{
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tlIdleStand1,
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ARRAYSIZE( tlIdleStand1 ),
bits_COND_LIGHT_DAMAGE |
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bits_COND_HEAVY_DAMAGE,
0,
"Idle Trigger"
},
};
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Task_t tlIdleWalk1[] =
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{
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{ TASK_WALK_PATH, (float)9999 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
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Schedule_t slIdleWalk[] =
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{
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{
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tlIdleWalk1,
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ARRAYSIZE( tlIdleWalk1 ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_HEAR_SOUND |
bits_COND_SMELL_FOOD |
bits_COND_SMELL |
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bits_COND_PROVOKED,
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bits_SOUND_COMBAT |// sound flags
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bits_SOUND_MEAT |// scents
bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
"Idle Walk"
},
};
//=========================================================
// Ambush - monster stands in place and waits for a new
// enemy, or chance to attack an existing enemy.
//=========================================================
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Task_t tlAmbush[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_INDEFINITE, (float)0 },
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};
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Schedule_t slAmbush[] =
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{
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{
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tlAmbush,
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ARRAYSIZE( tlAmbush ),
bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
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bits_COND_PROVOKED,
0,
"Ambush"
},
};
//=========================================================
// ActiveIdle schedule - !!!BUGBUG - if this schedule doesn't
// complete on its own, the monster's HintNode will not be
// cleared, and the rest of the monster's group will avoid
// that node because they think the group member that was
// previously interrupted is still using that node to active
// idle.
///=========================================================
Task_t tlActiveIdle[] =
{
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{ TASK_FIND_HINTNODE, (float)0 },
{ TASK_GET_PATH_TO_HINTNODE, (float)0 },
{ TASK_STORE_LASTPOSITION, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_FACE_HINTNODE, (float)0 },
{ TASK_PLAY_ACTIVE_IDLE, (float)0 },
{ TASK_GET_PATH_TO_LASTPOSITION, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
{ TASK_CLEAR_HINTNODE, (float)0 },
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};
Schedule_t slActiveIdle[] =
{
{
tlActiveIdle,
ARRAYSIZE( tlActiveIdle ),
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bits_COND_NEW_ENEMY |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_PROVOKED |
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bits_COND_HEAR_SOUND,
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bits_SOUND_COMBAT |
bits_SOUND_WORLD |
bits_SOUND_PLAYER |
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bits_SOUND_DANGER,
"Active Idle"
}
};
//=========================================================
// Wake Schedules
//=========================================================
Task_t tlWakeAngry1[] =
{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_SOUND_WAKE, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
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};
Schedule_t slWakeAngry[] =
{
{
tlWakeAngry1,
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ARRAYSIZE( tlWakeAngry1 ),
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0,
0,
"Wake Angry"
}
};
//=========================================================
// AlertFace Schedules
//=========================================================
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Task_t tlAlertFace1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_IDEAL, (float)0 },
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};
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Schedule_t slAlertFace[] =
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{
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{
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tlAlertFace1,
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ARRAYSIZE( tlAlertFace1 ),
bits_COND_NEW_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
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bits_COND_PROVOKED,
0,
"Alert Face"
},
};
//=========================================================
// AlertSmallFlinch Schedule - shot, but didn't see attacker,
// flinch then face
//=========================================================
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Task_t tlAlertSmallFlinch[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_REMEMBER, (float)bits_MEMORY_FLINCHED },
{ TASK_SMALL_FLINCH, (float)0 },
{ TASK_SET_SCHEDULE, (float)SCHED_ALERT_FACE },
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};
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Schedule_t slAlertSmallFlinch[] =
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{
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{
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tlAlertSmallFlinch,
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ARRAYSIZE( tlAlertSmallFlinch ),
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0,
0,
"Alert Small Flinch"
},
};
//=========================================================
// AlertIdle Schedules
//=========================================================
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Task_t tlAlertStand1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT, (float)20 },
{ TASK_SUGGEST_STATE, (float)MONSTERSTATE_IDLE },
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};
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Schedule_t slAlertStand[] =
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{
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{
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tlAlertStand1,
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ARRAYSIZE( tlAlertStand1 ),
bits_COND_NEW_ENEMY |
bits_COND_SEE_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_PROVOKED |
bits_COND_SMELL |
bits_COND_SMELL_FOOD |
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bits_COND_HEAR_SOUND,
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bits_SOUND_COMBAT |// sound flags
bits_SOUND_WORLD |
bits_SOUND_PLAYER |
bits_SOUND_DANGER |
bits_SOUND_MEAT |// scent flags
bits_SOUND_CARCASS |
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bits_SOUND_GARBAGE,
"Alert Stand"
},
};
//=========================================================
// InvestigateSound - sends a monster to the location of the
// sound that was just heard, to check things out.
//=========================================================
Task_t tlInvestigateSound[] =
{
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{ TASK_STOP_MOVING, (float)0 },
{ TASK_STORE_LASTPOSITION, (float)0 },
{ TASK_GET_PATH_TO_BESTSOUND, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_IDLE },
{ TASK_WAIT, (float)10 },
{ TASK_GET_PATH_TO_LASTPOSITION,(float)0 },
{ TASK_WALK_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_CLEAR_LASTPOSITION, (float)0 },
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};
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Schedule_t slInvestigateSound[] =
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{
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{
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tlInvestigateSound,
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ARRAYSIZE( tlInvestigateSound ),
bits_COND_NEW_ENEMY |
bits_COND_SEE_FEAR |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"InvestigateSound"
},
};
//=========================================================
// CombatIdle Schedule
//=========================================================
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Task_t tlCombatStand1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_INDEFINITE, (float)0 },
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};
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Schedule_t slCombatStand[] =
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{
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{
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tlCombatStand1,
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ARRAYSIZE( tlCombatStand1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
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bits_COND_CAN_ATTACK,
0,
"Combat Stand"
},
};
//=========================================================
// CombatFace Schedule
//=========================================================
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Task_t tlCombatFace1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_FACE_ENEMY, (float)0 },
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};
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Schedule_t slCombatFace[] =
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{
{
tlCombatFace1,
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ARRAYSIZE( tlCombatFace1 ),
bits_COND_CAN_ATTACK |
bits_COND_NEW_ENEMY |
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bits_COND_ENEMY_DEAD,
0,
"Combat Face"
},
};
//=========================================================
// Standoff schedule. Used in combat when a monster is
// hiding in cover or the enemy has moved out of sight.
// Should we look around in this schedule?
//=========================================================
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Task_t tlStandoff[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
{ TASK_SET_ACTIVITY, (float)ACT_IDLE },
{ TASK_WAIT_FACE_ENEMY, (float)2 },
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};
Schedule_t slStandoff[] =
{
{
tlStandoff,
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ARRAYSIZE( tlStandoff ),
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_ENEMY_DEAD |
bits_COND_NEW_ENEMY |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Standoff"
}
};
//=========================================================
// Arm weapon (draw gun)
//=========================================================
Task_t tlArmWeapon[] =
{
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{ TASK_STOP_MOVING, 0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_ARM }
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};
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Schedule_t slArmWeapon[] =
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{
{
tlArmWeapon,
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ARRAYSIZE( tlArmWeapon ),
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0,
0,
"Arm Weapon"
}
};
//=========================================================
// reload schedule
//=========================================================
Task_t tlReload[] =
{
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{ TASK_STOP_MOVING, 0 },
{ TASK_PLAY_SEQUENCE, float(ACT_RELOAD) },
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};
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Schedule_t slReload[] =
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{
{
tlReload,
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ARRAYSIZE( tlReload ),
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bits_COND_HEAVY_DAMAGE,
0,
"Reload"
}
};
//=========================================================
// Attack Schedules
//=========================================================
// primary range attack
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Task_t tlRangeAttack1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK1, (float)0 },
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};
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Schedule_t slRangeAttack1[] =
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{
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{
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tlRangeAttack1,
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ARRAYSIZE( tlRangeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack1"
},
};
// secondary range attack
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Task_t tlRangeAttack2[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_RANGE_ATTACK2, (float)0 },
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};
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Schedule_t slRangeAttack2[] =
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{
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{
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tlRangeAttack2,
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ARRAYSIZE( tlRangeAttack2 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Range Attack2"
},
};
// primary melee attack
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Task_t tlPrimaryMeleeAttack1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MELEE_ATTACK1, (float)0 },
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};
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Schedule_t slPrimaryMeleeAttack[] =
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{
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{
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tlPrimaryMeleeAttack1,
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ARRAYSIZE( tlPrimaryMeleeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
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bits_COND_ENEMY_OCCLUDED,
0,
"Primary Melee Attack"
},
};
// secondary melee attack
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Task_t tlSecondaryMeleeAttack1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_MELEE_ATTACK2, (float)0},
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};
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Schedule_t slSecondaryMeleeAttack[] =
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{
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{
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tlSecondaryMeleeAttack1,
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ARRAYSIZE( tlSecondaryMeleeAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
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bits_COND_ENEMY_OCCLUDED,
0,
"Secondary Melee Attack"
},
};
// special attack1
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Task_t tlSpecialAttack1[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_SPECIAL_ATTACK1, (float)0 },
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};
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Schedule_t slSpecialAttack1[] =
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{
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{
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tlSpecialAttack1,
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ARRAYSIZE( tlSpecialAttack1 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Special Attack1"
},
};
// special attack2
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Task_t tlSpecialAttack2[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_SPECIAL_ATTACK2, (float)0 },
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};
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Schedule_t slSpecialAttack2[] =
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{
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{
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tlSpecialAttack2,
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ARRAYSIZE( tlSpecialAttack2 ),
bits_COND_NEW_ENEMY |
bits_COND_ENEMY_DEAD |
bits_COND_LIGHT_DAMAGE |
bits_COND_HEAVY_DAMAGE |
bits_COND_ENEMY_OCCLUDED |
bits_COND_NO_AMMO_LOADED |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Special Attack2"
},
};
// Chase enemy schedule
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Task_t tlChaseEnemy1[] =
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{
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{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_CHASE_ENEMY_FAILED },
{ TASK_GET_PATH_TO_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
Schedule_t slChaseEnemy[] =
{
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{
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tlChaseEnemy1,
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ARRAYSIZE( tlChaseEnemy1 ),
bits_COND_NEW_ENEMY |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK2 |
bits_COND_TASK_FAILED |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"Chase Enemy"
},
};
// Chase enemy failure schedule
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Task_t tlChaseEnemyFailed[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
//{ TASK_TURN_LEFT, (float)179 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1 },
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};
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Schedule_t slChaseEnemyFailed[] =
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{
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{
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tlChaseEnemyFailed,
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ARRAYSIZE( tlChaseEnemyFailed ),
bits_COND_NEW_ENEMY |
bits_COND_CAN_RANGE_ATTACK1 |
bits_COND_CAN_MELEE_ATTACK1 |
bits_COND_CAN_RANGE_ATTACK2 |
bits_COND_CAN_MELEE_ATTACK2 |
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bits_COND_HEAR_SOUND,
bits_SOUND_DANGER,
"tlChaseEnemyFailed"
},
};
//=========================================================
// small flinch, played when minor damage is taken.
//=========================================================
Task_t tlSmallFlinch[] =
{
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{ TASK_REMEMBER, (float)bits_MEMORY_FLINCHED },
{ TASK_STOP_MOVING, 0 },
{ TASK_SMALL_FLINCH, 0 },
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};
Schedule_t slSmallFlinch[] =
{
{
tlSmallFlinch,
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ARRAYSIZE( tlSmallFlinch ),
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0,
0,
"Small Flinch"
},
};
//=========================================================
// Die!
//=========================================================
Task_t tlDie1[] =
{
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{ TASK_STOP_MOVING, 0 },
{ TASK_SOUND_DIE, (float)0 },
{ TASK_DIE, (float)0 },
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};
Schedule_t slDie[] =
{
{
tlDie1,
ARRAYSIZE( tlDie1 ),
0,
0,
"Die"
},
};
//=========================================================
// Victory Dance
//=========================================================
Task_t tlVictoryDance[] =
{
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{ TASK_STOP_MOVING, 0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_VICTORY_DANCE },
{ TASK_WAIT, (float)0 },
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};
Schedule_t slVictoryDance[] =
{
{
tlVictoryDance,
ARRAYSIZE( tlVictoryDance ),
0,
0,
"Victory Dance"
},
};
//=========================================================
// BarnacleVictimGrab - barnacle tongue just hit the monster,
// so play a hit animation, then play a cycling pull animation
// as the creature is hoisting the monster.
//=========================================================
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Task_t tlBarnacleVictimGrab[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_BARNACLE_HIT },
{ TASK_SET_ACTIVITY, (float)ACT_BARNACLE_PULL },
{ TASK_WAIT_INDEFINITE, (float)0 },// just cycle barnacle pull anim while barnacle hoists.
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};
Schedule_t slBarnacleVictimGrab[] =
{
{
tlBarnacleVictimGrab,
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ARRAYSIZE( tlBarnacleVictimGrab ),
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0,
0,
"Barnacle Victim"
}
};
//=========================================================
// BarnacleVictimChomp - barnacle has pulled the prey to its
// mouth. Victim should play the BARNCLE_CHOMP animation
// once, then loop the BARNACLE_CHEW animation indefinitely
//=========================================================
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Task_t tlBarnacleVictimChomp[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_BARNACLE_CHOMP },
{ TASK_SET_ACTIVITY, (float)ACT_BARNACLE_CHEW },
{ TASK_WAIT_INDEFINITE, (float)0 },// just cycle barnacle pull anim while barnacle hoists.
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};
Schedule_t slBarnacleVictimChomp[] =
{
{
tlBarnacleVictimChomp,
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ARRAYSIZE( tlBarnacleVictimChomp ),
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0,
0,
"Barnacle Chomp"
}
};
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// Universal Error Schedule
Task_t tlError[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_WAIT_INDEFINITE, (float)0 },
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};
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Schedule_t slError[] =
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{
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{
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tlError,
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ARRAYSIZE( tlError ),
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0,
0,
"Error"
},
};
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Task_t tlScriptedWalk[] =
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{
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{ TASK_WALK_TO_TARGET, (float)TARGET_MOVE_SCRIPTED },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_PLANT_ON_SCRIPT, (float)0 },
{ TASK_FACE_SCRIPT, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_ENABLE_SCRIPT, (float)0 },
{ TASK_WAIT_FOR_SCRIPT, (float)0 },
{ TASK_PLAY_SCRIPT, (float)0 },
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};
Schedule_t slWalkToScript[] =
{
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{
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tlScriptedWalk,
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ARRAYSIZE( tlScriptedWalk ),
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SCRIPT_BREAK_CONDITIONS,
0,
"WalkToScript"
},
};
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Task_t tlScriptedRun[] =
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{
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{ TASK_RUN_TO_TARGET, (float)TARGET_MOVE_SCRIPTED },
{ TASK_WAIT_FOR_MOVEMENT,(float)0 },
{ TASK_PLANT_ON_SCRIPT, (float)0 },
{ TASK_FACE_SCRIPT, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_ENABLE_SCRIPT, (float)0 },
{ TASK_WAIT_FOR_SCRIPT, (float)0 },
{ TASK_PLAY_SCRIPT, (float)0 },
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};
Schedule_t slRunToScript[] =
{
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{
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tlScriptedRun,
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ARRAYSIZE( tlScriptedRun ),
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SCRIPT_BREAK_CONDITIONS,
0,
"RunToScript"
},
};
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Task_t tlScriptedWait[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_WAIT_FOR_SCRIPT, (float)0 },
{ TASK_PLAY_SCRIPT, (float)0 },
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};
Schedule_t slWaitScript[] =
{
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{
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tlScriptedWait,
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ARRAYSIZE( tlScriptedWait ),
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SCRIPT_BREAK_CONDITIONS,
0,
"WaitForScript"
},
};
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Task_t tlScriptedFace[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_FACE_SCRIPT, (float)0 },
{ TASK_FACE_IDEAL, (float)0 },
{ TASK_WAIT_FOR_SCRIPT, (float)0 },
{ TASK_PLAY_SCRIPT, (float)0 },
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};
Schedule_t slFaceScript[] =
{
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{
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tlScriptedFace,
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ARRAYSIZE( tlScriptedFace ),
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SCRIPT_BREAK_CONDITIONS,
0,
"FaceScript"
},
};
//=========================================================
// Cower - this is what is usually done when attempts
// to escape danger fail.
//=========================================================
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Task_t tlCower[] =
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{
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{ TASK_STOP_MOVING, 0 },
{ TASK_PLAY_SEQUENCE, (float)ACT_COWER },
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};
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Schedule_t slCower[] =
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{
{
tlCower,
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ARRAYSIZE( tlCower ),
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0,
0,
"Cower"
},
};
//=========================================================
// move away from where you're currently standing.
//=========================================================
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Task_t tlTakeCoverFromOrigin[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_ORIGIN, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_TURN_LEFT, (float)179 },
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};
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Schedule_t slTakeCoverFromOrigin[] =
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{
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{
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tlTakeCoverFromOrigin,
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ARRAYSIZE( tlTakeCoverFromOrigin ),
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bits_COND_NEW_ENEMY,
0,
"TakeCoverFromOrigin"
},
};
//=========================================================
// hide from the loudest sound source
//=========================================================
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Task_t tlTakeCoverFromBestSound[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
{ TASK_FIND_COVER_FROM_BEST_SOUND, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
{ TASK_TURN_LEFT, (float)179 },
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};
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Schedule_t slTakeCoverFromBestSound[] =
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{
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{
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tlTakeCoverFromBestSound,
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ARRAYSIZE( tlTakeCoverFromBestSound ),
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bits_COND_NEW_ENEMY,
0,
"TakeCoverFromBestSound"
},
};
//=========================================================
// Take cover from enemy! Tries lateral cover before node
// cover!
//=========================================================
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Task_t tlTakeCoverFromEnemy[] =
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{
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{ TASK_STOP_MOVING, (float)0 },
{ TASK_WAIT, (float)0.2 },
{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
{ TASK_RUN_PATH, (float)0 },
{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
{ TASK_REMEMBER, (float)bits_MEMORY_INCOVER },
//{ TASK_TURN_LEFT, (float)179 },
{ TASK_FACE_ENEMY, (float)0 },
{ TASK_WAIT, (float)1 },
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};
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Schedule_t slTakeCoverFromEnemy[] =
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{
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{
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tlTakeCoverFromEnemy,
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ARRAYSIZE( tlTakeCoverFromEnemy ),
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bits_COND_NEW_ENEMY,
0,
"tlTakeCoverFromEnemy"
},
};
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Schedule_t *CBaseMonster::m_scheduleList[] =
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{
slIdleStand,
slIdleTrigger,
slIdleWalk,
slAmbush,
slActiveIdle,
slWakeAngry,
slAlertFace,
slAlertSmallFlinch,
slAlertStand,
slInvestigateSound,
slCombatStand,
slCombatFace,
slStandoff,
slArmWeapon,
slReload,
slRangeAttack1,
slRangeAttack2,
slPrimaryMeleeAttack,
slSecondaryMeleeAttack,
slSpecialAttack1,
slSpecialAttack2,
slChaseEnemy,
slChaseEnemyFailed,
slSmallFlinch,
slDie,
slVictoryDance,
slBarnacleVictimGrab,
slBarnacleVictimChomp,
slError,
slWalkToScript,
slRunToScript,
slWaitScript,
slFaceScript,
slCower,
slTakeCoverFromOrigin,
slTakeCoverFromBestSound,
slTakeCoverFromEnemy,
slFail
};
Schedule_t *CBaseMonster::ScheduleFromName( const char *pName )
{
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return ScheduleInList( pName, m_scheduleList, ARRAYSIZE( m_scheduleList ) );
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}
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Schedule_t *CBaseMonster::ScheduleInList( const char *pName, Schedule_t **pList, int listCount )
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{
int i;
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if( !pName )
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{
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ALERT( at_console, "%s set to unnamed schedule!\n", STRING( pev->classname ) );
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return NULL;
}
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for( i = 0; i < listCount; i++ )
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{
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if( !pList[i]->pName )
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{
ALERT( at_console, "Unnamed schedule!\n" );
continue;
}
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if( stricmp( pName, pList[i]->pName ) == 0 )
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return pList[i];
}
return NULL;
}
//=========================================================
// GetScheduleOfType - returns a pointer to one of the
// monster's available schedules of the indicated type.
//=========================================================
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Schedule_t* CBaseMonster::GetScheduleOfType( int Type )
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{
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//ALERT( at_console, "Sched Type:%d\n", Type );
switch( Type )
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{
// This is the schedule for scripted sequences AND scripted AI
case SCHED_AISCRIPT:
{
ASSERT( m_pCine != NULL );
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if( !m_pCine )
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{
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ALERT( at_aiconsole, "Script failed for %s\n", STRING( pev->classname ) );
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CineCleanup();
return GetScheduleOfType( SCHED_IDLE_STAND );
}
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//else
// ALERT( at_aiconsole, "Starting script %s for %s\n", STRING( m_pCine->m_iszPlay ), STRING( pev->classname ) );
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switch( m_pCine->m_fMoveTo )
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{
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case 0:
case 4:
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return slWaitScript;
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case 1:
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return slWalkToScript;
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case 2:
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return slRunToScript;
case 5:
return slFaceScript;
}
break;
}
case SCHED_IDLE_STAND:
{
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if( RANDOM_LONG( 0, 14 ) == 0 && FCanActiveIdle() )
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{
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return &slActiveIdle[0];
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}
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return &slIdleStand[0];
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}
case SCHED_IDLE_WALK:
{
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return &slIdleWalk[0];
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}
case SCHED_WAIT_TRIGGER:
{
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return &slIdleTrigger[0];
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}
case SCHED_WAKE_ANGRY:
{
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return &slWakeAngry[0];
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}
case SCHED_ALERT_FACE:
{
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return &slAlertFace[0];
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}
case SCHED_ALERT_STAND:
{
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return &slAlertStand[0];
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}
case SCHED_COMBAT_STAND:
{
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return &slCombatStand[0];
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}
case SCHED_COMBAT_FACE:
{
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return &slCombatFace[0];
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}
case SCHED_CHASE_ENEMY:
{
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return &slChaseEnemy[0];
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}
case SCHED_CHASE_ENEMY_FAILED:
{
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return &slFail[0];
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}
case SCHED_SMALL_FLINCH:
{
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return &slSmallFlinch[0];
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}
case SCHED_ALERT_SMALL_FLINCH:
{
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return &slAlertSmallFlinch[0];
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}
case SCHED_RELOAD:
{
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return &slReload[0];
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}
case SCHED_ARM_WEAPON:
{
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return &slArmWeapon[0];
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}
case SCHED_STANDOFF:
{
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return &slStandoff[0];
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}
case SCHED_RANGE_ATTACK1:
{
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return &slRangeAttack1[0];
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}
case SCHED_RANGE_ATTACK2:
{
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return &slRangeAttack2[0];
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}
case SCHED_MELEE_ATTACK1:
{
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return &slPrimaryMeleeAttack[0];
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}
case SCHED_MELEE_ATTACK2:
{
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return &slSecondaryMeleeAttack[0];
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}
case SCHED_SPECIAL_ATTACK1:
{
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return &slSpecialAttack1[0];
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}
case SCHED_SPECIAL_ATTACK2:
{
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return &slSpecialAttack2[0];
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}
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
{
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return &slTakeCoverFromBestSound[0];
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}
case SCHED_TAKE_COVER_FROM_ENEMY:
{
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return &slTakeCoverFromEnemy[0];
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}
case SCHED_COWER:
{
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return &slCower[0];
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}
case SCHED_AMBUSH:
{
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return &slAmbush[0];
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}
case SCHED_BARNACLE_VICTIM_GRAB:
{
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return &slBarnacleVictimGrab[0];
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}
case SCHED_BARNACLE_VICTIM_CHOMP:
{
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return &slBarnacleVictimChomp[0];
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}
case SCHED_INVESTIGATE_SOUND:
{
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return &slInvestigateSound[0];
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}
case SCHED_DIE:
{
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return &slDie[0];
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}
case SCHED_TAKE_COVER_FROM_ORIGIN:
{
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return &slTakeCoverFromOrigin[0];
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}
case SCHED_VICTORY_DANCE:
{
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return &slVictoryDance[0];
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}
case SCHED_FAIL:
{
return slFail;
}
default:
{
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ALERT( at_console, "GetScheduleOfType()\nNo CASE for Schedule Type %d!\n", Type );
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return &slIdleStand[0];
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break;
}
}
return NULL;
}