Add "classify" keyvalue to override monster classification.
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@@ -174,12 +174,15 @@ void CMHGrunt :: SpeakSentence( void )
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//=========================================================
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int CMHGrunt::IRelationship ( CMBaseEntity *pTarget )
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{
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if (( strcmp(STRING(pTarget->pev->model), "models/agrunt.mdl") == 0 ) ||
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// on single player, forcing R_NM makes sense.
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// on multiplayer, a custom classification will cause misbehaviour.
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/*
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if (( strcmp(STRING(pTarget->pev->model), "models/agrunt.mdl") == 0 ) ||
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( strcmp(STRING(pTarget->pev->model), "models/garg.mdl") == 0 ))
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{
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return R_NM;
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}
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*/
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return CMBaseMonster::IRelationship( pTarget );
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}
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@@ -596,6 +599,11 @@ void CMHGrunt :: CheckAmmo ( void )
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//=========================================================
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int CMHGrunt :: Classify ( void )
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{
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if ( m_iClassifyOverride == -1 ) // helper
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return CLASS_NONE;
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else if ( m_iClassifyOverride > 0 )
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return m_iClassifyOverride; // override
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return CLASS_HUMAN_MILITARY;
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}
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