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https://github.com/jmarshall23/DoomRTX.git
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Added bot code.
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/*
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===========================================================================
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Copyright (C) 2006 Dmn_clown (aka: Bob Isaac (rjisaac@gmail.com))
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This file is part of Open Arena and is based upon Mr. Elusive's fuzzy logic
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system found in Quake 3 Arena.
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Open Arena is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Open Arena is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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chat "kyonshi"
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{
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#include "teamplay.h"
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type "game_enter"
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{
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"Ahh, there is so much chi here... I will feed well!";
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}
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type "game_exit"
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{
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"It's not easy being dead... so much to do so little time";
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"Toodles";
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"My hunger grows, I am off to find better chi.";
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GOODBYE4;
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GOODBYE2;
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}
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type "level_start"
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{
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"Ooh ", 4, "! I like this place!";
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}
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type "level_end"
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{
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"Not bad... I like ", 4, " fast, clean, deadly, and filled with chi.";
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}
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type "level_end_victory"
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{
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"You cannot kill what is already dead.";
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"Thank you for your chi.";
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}
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type "level_end_lose"
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{
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"Aww... crap!";
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}
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type "hit_talking"
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{
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"Do you MIND!";
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DEATH_TALKING;
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DEATH_TALKING;
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}
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type "hit_nodeath"
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{
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TAUNT_FEM0;
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}
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type "hit_nokill"
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{
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HIT_NOKILL0;
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HIT_NOKILL1;
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HIT_NOKILL1;
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}
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type "death_telefrag"
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{
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DEATH_TELEFRAGGED0;
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}
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type "death_cratered"
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{
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DEATH_FALLING0;
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}
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type "death_lava"
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{
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"So the dead can die...";
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}
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type "death_slime"
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{
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"I need a bath now.";
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}
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type "death_drown"
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{
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"Much easier than my last death.";
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}
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type "death_suicide"
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{
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DEATH_SUICIDE0;
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}
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type "death_gauntlet"
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{
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"I did not see that coming.";
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"The shame...";
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DEATH_FEM_INSULT0;
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DEATH_GAUNTLET0;
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DEATH_GAUNTLET1;
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}
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type "death_rail"
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{
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DEATH_RAIL1;
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DEATH_RAIL0;
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DEATH_FEM_INSULT1;
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"Your death will not be quick.";
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}
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type "death_bfg"
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{
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DEATH_BFG1;
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DEATH_FEM_INSULT2;
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"I feel you lack the skill to truly face me.";
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}
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type "death_insult"
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{
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DEATH_FEM_INSULT0;
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DEATH_FEM_INSULT2;
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DEATH_FEM_INSULT1;
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DEATH_FEM_INSULT3;
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}
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type "death_praise"
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{
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"The NSA just told me to tell you, ", 0, ", that they liked that last move.";
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0, ", ~you suck!";
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"I almost didn't see it coming.";
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}
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type "kill_rail"
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{
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DEATH_RAIL1;
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DEATH_RAIL1;
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DEATH_RAIL1;
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}
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type "kill_gauntlet"
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{
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KILL_GAUNTLET0;
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KILL_GAUNTLET1;
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KILL_GAUNTLET2;
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}
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type "kill_telefrag"
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{
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TELEFRAGGED0;
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}
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type "kill_suicide"
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{
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TAUNT_FEM0;
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TAUNT0;
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}
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type "kill_insult"
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{
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"*sigh*";
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"Oh puh-lease!";
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"You might want to put that gun down before you hurt yourself.";
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"Pure luck.";
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}
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type "kill_praise"
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{
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"~I'm impressed.";
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}
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type "random_insult"
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{
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"An insignificant gnat will fall by the wayside.";
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"Your ~mother needs to stop calling me.";
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"Your ~mama is a necrophiliac.";
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"douchebag";
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}
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type "random_misc"
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{
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GRRLTALK0;
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GRRLTALK1;
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"Do you ever get that not so fresh feeling? I do, but I am a corpse.";
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0, " die already so I can feast on your chi!";
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"~They're out there watching you as we speak.";
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"Shh... ~they're listening.";
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}
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}
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