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class entity_enemy_zombie_t extends entity_enemy_t {
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_init(patrol_dir) {
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super._init(patrol_dir);
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this._model = model_zombie;
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this._texture = 18;
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this._speed = 0;
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this._attack_distance = 350;
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this._health = 60;
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this._ANIMS[3] = [0.25, [0,0,5,5]]; // 3: Attack prepare
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this._STATE_FOLLOW = [0, 0, 0.1];
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this._STATE_ATTACK_RECOVER = [0, 0, 1.1, this._STATE_IDLE];
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this._STATE_ATTACK_EXEC = [4, 0, 0.4, this._STATE_ATTACK_RECOVER];
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this._STATE_ATTACK_PREPARE = [3, 0, 0.4, this._STATE_ATTACK_EXEC];
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this._STATE_ATTACK_AIM = [0, 0, 0.1, this._STATE_ATTACK_PREPARE];
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this._STATE_EVADE = [0, 0, 0.1, this._STATE_ATTACK_AIM];
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this._set_state(this._STATE_IDLE);
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}
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_receive_damage(from, amount) {
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// Ignore damage that's not large enough to gib us
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if (amount > 60) {
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super._receive_damage(from, amount)
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}
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}
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_attack() {
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this._play_sound(sfx_enemy_hit);
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this._spawn_projectile(entity_projectile_gib_t, 600, 0, -0.5);
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}
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}
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