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src/dlls/monsterstate.cpp
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214
src/dlls/monsterstate.cpp
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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// monsterstate.cpp - base class monster functions for
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// controlling core AI.
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cmbase.h"
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#include "cmbasemonster.h"
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#include "nodes.h"
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#include "monsters.h"
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#include "animation.h"
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//=========================================================
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// SetState
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//=========================================================
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void CMBaseMonster :: SetState ( MONSTERSTATE State )
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{
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/*
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if ( State != m_MonsterState )
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{
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ALERT ( at_aiconsole, "State Changed to %d\n", State );
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}
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*/
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switch( State )
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{
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// Drop enemy pointers when going to idle
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case MONSTERSTATE_IDLE:
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if (( m_hEnemy != NULL ) &&
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( strcmp(STRING(pev->model), "models/scientist.mdl") != 0))
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{
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m_hEnemy = NULL;// not allowed to have an enemy anymore.
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ALERT ( at_aiconsole, "Stripped\n" );
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}
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break;
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}
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m_MonsterState = State;
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m_IdealMonsterState = State;
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}
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//=========================================================
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// RunAI
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//=========================================================
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void CMBaseMonster :: RunAI ( void )
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{
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// to test model's eye height
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//UTIL_ParticleEffect ( pev->origin + pev->view_ofs, g_vecZero, 255, 10 );
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// IDLE sound permitted in ALERT state is because monsters were silent in ALERT state. Only play IDLE sound in IDLE state
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// once we have sounds for that state.
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if ( ( m_MonsterState == MONSTERSTATE_IDLE || m_MonsterState == MONSTERSTATE_ALERT ) && RANDOM_LONG(0,99) == 0 && !(pev->flags & SF_MONSTER_GAG) )
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{
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IdleSound();
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}
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if ( m_MonsterState != MONSTERSTATE_NONE &&
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m_MonsterState != MONSTERSTATE_PRONE &&
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m_MonsterState != MONSTERSTATE_DEAD )// don't bother with this crap if monster is prone.
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{
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// collect some sensory Condition information.
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// don't let monsters outside of the player's PVS act up, or most of the interesting
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// things will happen before the player gets there!
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// UPDATE: We now let COMBAT state monsters think and act fully outside of player PVS. This allows the player to leave
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// an area where monsters are fighting, and the fight will continue.
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if ( !FNullEnt( FIND_CLIENT_IN_PVS( edict() ) ) || ( m_MonsterState == MONSTERSTATE_COMBAT ) )
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{
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Look( m_flDistLook );
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//jlb Listen();// check for audible sounds.
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// now filter conditions.
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ClearConditions( IgnoreConditions() );
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GetEnemy();
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}
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// do these calculations if monster has an enemy.
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if ( m_hEnemy != NULL )
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{
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CheckEnemy( m_hEnemy );
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}
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CheckAmmo();
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}
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FCheckAITrigger();
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PrescheduleThink();
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MaintainSchedule();
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// if the monster didn't use these conditions during the above call to MaintainSchedule() or CheckAITrigger()
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// we throw them out cause we don't want them sitting around through the lifespan of a schedule
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// that doesn't use them.
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m_afConditions &= ~( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
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}
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//=========================================================
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// GetIdealState - surveys the Conditions information available
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// and finds the best new state for a monster.
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//=========================================================
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MONSTERSTATE CMBaseMonster :: GetIdealState ( void )
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{
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int iConditions;
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iConditions = IScheduleFlags();
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// If no schedule conditions, the new ideal state is probably the reason we're in here.
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switch ( m_MonsterState )
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{
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case MONSTERSTATE_IDLE:
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/*
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IDLE goes to ALERT upon hearing a sound
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-IDLE goes to ALERT upon being injured
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IDLE goes to ALERT upon seeing food
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-IDLE goes to COMBAT upon sighting an enemy
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IDLE goes to HUNT upon smelling food
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*/
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{
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if ( iConditions & bits_COND_NEW_ENEMY )
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{
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// new enemy! This means an idle monster has seen someone it dislikes, or
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// that a monster in combat has found a more suitable target to attack
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m_IdealMonsterState = MONSTERSTATE_COMBAT;
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}
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else if ( iConditions & bits_COND_LIGHT_DAMAGE )
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{
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MakeIdealYaw ( m_vecEnemyLKP );
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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}
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else if ( iConditions & bits_COND_HEAVY_DAMAGE )
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{
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MakeIdealYaw ( m_vecEnemyLKP );
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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}
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else if ( iConditions & bits_COND_HEAR_SOUND )
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{
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}
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else if ( iConditions & (bits_COND_SMELL | bits_COND_SMELL_FOOD) )
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{
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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}
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break;
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}
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case MONSTERSTATE_ALERT:
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/*
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ALERT goes to IDLE upon becoming bored
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-ALERT goes to COMBAT upon sighting an enemy
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ALERT goes to HUNT upon hearing a noise
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*/
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{
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if ( iConditions & (bits_COND_NEW_ENEMY|bits_COND_SEE_ENEMY) )
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{
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// see an enemy we MUST attack
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m_IdealMonsterState = MONSTERSTATE_COMBAT;
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}
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else if ( iConditions & bits_COND_HEAR_SOUND )
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{
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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}
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break;
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}
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case MONSTERSTATE_COMBAT:
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/*
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COMBAT goes to HUNT upon losing sight of enemy
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COMBAT goes to ALERT upon death of enemy
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*/
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{
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if ( m_hEnemy == NULL )
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{
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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// pev->effects = EF_BRIGHTFIELD;
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ALERT ( at_aiconsole, "***Combat state with no enemy!\n" );
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}
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break;
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}
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case MONSTERSTATE_HUNT:
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/*
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HUNT goes to ALERT upon seeing food
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HUNT goes to ALERT upon being injured
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HUNT goes to IDLE if goal touched
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HUNT goes to COMBAT upon seeing enemy
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*/
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{
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break;
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}
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case MONSTERSTATE_DEAD:
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m_IdealMonsterState = MONSTERSTATE_DEAD;
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break;
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}
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return m_IdealMonsterState;
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}
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