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Right scientist bodies on the needle draw and holster (#13)
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@ -535,13 +535,13 @@ void CScientist::HandleAnimEvent( MonsterEvent_t *pEvent )
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case SCIENTIST_AE_NEEDLEON:
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{
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int oldBody = pev->body;
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pev->body = ( oldBody % NUM_SCIENTIST_HEADS ) + NUM_SCIENTIST_HEADS * 1;
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pev->body = ( oldBody % NUM_SCIENTIST_HEADS_OPFOR ) + NUM_SCIENTIST_HEADS_OPFOR * 1;
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}
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break;
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case SCIENTIST_AE_NEEDLEOFF:
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{
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int oldBody = pev->body;
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pev->body = ( oldBody % NUM_SCIENTIST_HEADS ) + NUM_SCIENTIST_HEADS * 0;
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pev->body = ( oldBody % NUM_SCIENTIST_HEADS_OPFOR ) + NUM_SCIENTIST_HEADS_OPFOR * 0;
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}
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break;
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default:
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@ -650,12 +650,14 @@ void CScientist::TalkInit()
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m_voicePitch = 105;
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break; //glasses
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case HEAD_EINSTEIN:
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case HEAD_EINSTEIN_WITH_BOOK:
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m_voicePitch = 100;
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break; //einstein
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case HEAD_LUTHER:
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m_voicePitch = 95;
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break; //luther
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case HEAD_SLICK:
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case HEAD_SLICK_WITH_STICK:
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m_voicePitch = 100;
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break; //slick
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}
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@ -16,9 +16,10 @@
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#ifndef SCIENTIST_H
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#define SCIENTIST_H
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#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model
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#define NUM_SCIENTIST_HEADS 4 // four heads available for scientist model, used when randoming a scientist head
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#define NUM_SCIENTIST_HEADS_OPFOR 6 // used for body change when scientist uses the needle
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enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3 };
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enum { HEAD_GLASSES = 0, HEAD_EINSTEIN = 1, HEAD_LUTHER = 2, HEAD_SLICK = 3, HEAD_EINSTEIN_WITH_BOOK = 4, HEAD_SLICK_WITH_STICK = 5 };
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enum
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{
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