Add custom model support.
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@@ -202,7 +202,7 @@ void CMHWGrunt::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/hwgrunt.mdl");
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SET_MODEL(ENT(pev), (!FStringNull( pev->model ) ? STRING( pev->model ) : "models/hwgrunt.mdl"));
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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@@ -816,50 +816,41 @@ Schedule_t* CMHWGrunt :: GetScheduleOfType ( int Type )
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case SCHED_HWGRUNT_ELOF_FAIL:
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{
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// human grunt is unable to move to a position that allows him to attack the enemy.
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_ELOF_FAIL\n" );
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return &slHWGruntELOFFail[ 0 ];
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}
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break;
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case SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE:
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_ESTABLISH_LINE_OF_FIRE\n" );
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return &slHWGruntEstablishLineOfFire[ 0 ];
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}
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break;
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case SCHED_RANGE_ATTACK1:
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{
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// no pistols yet, always do standing attack
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_RANGE_ATTACK1\n" );
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return &slHWGruntRangeAttack1B[ 0 ];
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}
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case SCHED_COMBAT_FACE:
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_COMBAT_FACE\n" );
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return &slHWGruntCombatFace[ 0 ];
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}
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case SCHED_HWGRUNT_WAIT_FACE_ENEMY:
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_WAIT_FACE_ENEMY\n" );
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return &slHWGruntWaitInCover[ 0 ];
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}
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case SCHED_HWGRUNT_SWEEP:
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_SWEEP\n" );
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return &slHWGruntSweep[ 0 ];
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}
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case SCHED_VICTORY_DANCE:
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_VICTORY_DANCE\n" );
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return &slHWGruntVictoryDance[ 0 ];
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}
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case SCHED_HWGRUNT_SUPPRESS:
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_HWGRUNT_SUPPRESS\n" );
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return &slHWGruntSuppress[ 0 ];
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}
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case SCHED_FAIL:
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{
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UTIL_ClientPrintAll( HUD_PRINTTALK, "* DEBUG: SCHED_FAIL\n" );
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if ( m_hEnemy != NULL )
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{
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// grunt has an enemy, so pick a different default fail schedule most likely to help recover.
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