First working compilation.
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@@ -1629,9 +1629,9 @@ void CMBaseMonster :: MonsterInit ( void )
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// set eye position
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SetEyePosition();
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SetThink( MonsterInitThink );
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SetThink( &CMBaseMonster::MonsterInitThink );
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pev->nextthink = gpGlobals->time + 0.1;
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SetUse ( MonsterUse );
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SetUse ( &CMBaseMonster::MonsterUse );
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}
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//=========================================================
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@@ -1733,7 +1733,7 @@ void CMBaseMonster :: StartMonster ( void )
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// Delay drop to floor to make sure each door in the level has had its chance to spawn
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// Spread think times so that they don't all happen at the same time (Carmack)
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SetThink ( CallMonsterThink );
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SetThink ( &CMBaseMonster::CallMonsterThink );
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pev->nextthink += RANDOM_FLOAT(0.1, 0.4); // spread think times.
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if ( !FStringNull(pev->targetname) )// wait until triggered
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@@ -2770,7 +2770,7 @@ void CMBaseMonster :: MonsterInitDead( void )
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// Setup health counters, etc.
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BecomeDead();
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SetThink( CorpseFallThink );
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SetThink( &CMBaseMonster::CorpseFallThink );
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pev->nextthink = gpGlobals->time + 0.5;
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}
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