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Quake 4 integrated with DoomRTX
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#include "precompiled.h"
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#pragma hdrstop
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#include "../Game_local.h"
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class rvMonsterScientist : public idAI {
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public:
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CLASS_PROTOTYPE( rvMonsterScientist );
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rvMonsterScientist ( void );
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void Spawn ( void );
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virtual void OnDeath ( void );
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// Add some dynamic externals for debugging
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virtual void GetDebugInfo ( debugInfoProc_t proc, void* userData );
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private:
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CLASS_STATES_PROTOTYPE ( rvMonsterScientist );
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};
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CLASS_DECLARATION( idAI, rvMonsterScientist )
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END_CLASS
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/*
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================
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rvMonsterScientist::rvMonsterScientist
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================
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*/
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rvMonsterScientist::rvMonsterScientist ( void ) {
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}
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/*
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================
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rvMonsterScientist::Spawn
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================
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*/
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void rvMonsterScientist::Spawn ( void ) {
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PlayEffect ( "fx_fly", animator.GetJointHandle ( "effects_bone" ), true );
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}
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/*
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================
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rvMonsterScientist::OnDeath
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================
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*/
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void rvMonsterScientist::OnDeath ( void ) {
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StopEffect ( "fx_fly" );
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idAI::OnDeath ( );
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}
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/*
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================
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rvMonsterScientist::GetDebugInfo
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================
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*/
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void rvMonsterScientist::GetDebugInfo ( debugInfoProc_t proc, void* userData ) {
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// Base class first
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idAI::GetDebugInfo ( proc, userData );
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}
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/*
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===============================================================================
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States
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===============================================================================
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*/
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CLASS_STATES_DECLARATION ( rvMonsterScientist )
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END_CLASS_STATES
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