=e  zombie/ai/State()V   'zombie/ai/states/ZombieHitReactionState _instance)Lzombie/ai/states/ZombieHitReactionState;zombie/characters/IsoZombie  collideWhileHitZ  "zombie/characters/IsoGameCharactergetStateMachineParams&(Lzombie/ai/State;)Ljava/util/HashMap;  java/lang/IntegervalueOf(I)Ljava/lang/Integer; !" #$java/lang/BooleanFALSELjava/lang/Boolean; &'( )*java/util/HashMapput8(Ljava/lang/Object;Ljava/lang/Object;)Ljava/lang/Object; ,-. /java/lang/Float(F)Ljava/lang/Float;1onknees 3 45 clearVariable(Ljava/lang/String;)V 7 89isSitAgainstWall()Z ; <5setHitReaction > ?9 isKnockedDown A BC setOnFloor(Z)V &E FGget&(Ljava/lang/Object;)Ljava/lang/Object; ,I JK floatValue()F MNO PQzombie/GameTime getInstance()Lzombie/GameTime; MS TK getMultiplier V W$TRUE Y Z9isHitFromBehind \ ]^ getHitDir()Lzombie/iso/Vector2; `ab cdzombie/iso/IsoDirections fromAngle0(Lzombie/iso/Vector2;)Lzombie/iso/IsoDirections; `f ghreverse6(Lzombie/iso/IsoDirections;)Lzombie/iso/IsoDirections; j klsetDir(Lzombie/iso/IsoDirections;)V n o9hasAnimationPlayer q rsgetAnimationPlayer6()Lzombie/core/skinnedmodel/animation/AnimationPlayer; uvw x2zombie/core/skinnedmodel/animation/AnimationPlayersetTargetToAngle z {|targetLzombie/iso/IsoMovingObject; ~ AllowRepathDelayF spotted (Lzombie/iso/IsoMovingObject;Z)V CsetStaggerBack ; setEatBodyTarget CsetSitAgainstWall C setShootable  4zombie/core/skinnedmodel/advancedanimation/AnimEvent m_EventNameLjava/lang/String;DoDeath  java/lang/StringequalsIgnoreCase(Ljava/lang/String;)Z m_ParameterValue  parseBoolean  9isAlive   getAttackedBy&()Lzombie/characters/IsoGameCharacter;  Kill'(Lzombie/characters/IsoGameCharacter;)V  upKillCount  getZombieKills()I  setZombieKills(I)VPlayDeathSound  CsetDoDeathSound   playDeadSound FallOnFront  CsetFallOnFrontActiveAnimFinishingCollide  speedTypeIZombieTurnToPlayerCancelKnockDown CsetKnockedDown KnockDown SplatBlood addBlood2(Lzombie/characterTextures/BloodBodyPartType;ZZZ)V playBloodSplatterSound getCurrentSquare()Lzombie/iso/IsoGridSquare;  zombie/iso/IsoGridSquaregetChunk()Lzombie/iso/IsoChunk; x?  zombie/core/RandNext(FF)F y z  (I)I  zombie/iso/IsoChunk addBloodSplat(FFFI)V #zombie/iso/objects/IsoZombieGiblets    .zombie/iso/objects/IsoZombieGiblets$GibletTypeB0Lzombie/iso/objects/IsoZombieGiblets$GibletType;  getCell()Lzombie/iso/IsoCell;  KgetX  KgetY  KgetZ>L>L?  # $L(Lzombie/iso/objects/IsoZombieGiblets$GibletType;Lzombie/iso/IsoCell;FFFFF)V  & 'A)SetState + ,9isDead / 01 getVehicle()Lzombie/vehicles/BaseVehicle;3Floor 5 67getHitReaction()Ljava/lang/String; 9 :;equals(Ljava/lang/Object;)Z = >?parameterZombieState.Lzombie/audio/parameters/ParameterZombieState; ABC DE2zombie/audio/parameters/ParameterZombieState$StateRunOver4Lzombie/audio/parameters/ParameterZombieState$State; GHI JK,zombie/audio/parameters/ParameterZombieStatesetState7(Lzombie/audio/parameters/ParameterZombieState$State;)V AM NEHit TURN_TO_PLAYER ConstantValueHIT_REACTION_TIMERCodeLineNumberTableinstance+()Lzombie/ai/states/ZombieHitReactionState;enter StackMapTableexecuteexit animEvent](Lzombie/characters/IsoGameCharacter;Lzombie/core/skinnedmodel/advancedanimation/AnimEvent;)V SourceFileZombieHitReactionState.java InnerClasses GibletTypeState1 PQRSQTU*V WXUVYU<+ M,+*N-%W- +%W+02,6+:V&  !")$/%6&;(Z ; &[Uu+*M++ =@,,D,HLRb+%W,DU)+X++[_ei++[_i+m +ptV* ,./21@2G3X5f9m<t?Z X& \U;+ M,,y, },,y,,,,,V. DE FHIL$M*N0P5Q:RZ ]^Uv L+*N+ :,<,1+*+++++`, ++,ƶ+,,˶,Ͷ+  + ,Ӷ#,6- U%W,ն,6 + ,ڶ+@+ ,ܶ6 bbC Y b !j !j"W@ Y%b !j !j"WC,(C*;-(-.248<@F<LFV,VX Z#[*\2]A_Qc]dbefgrh}jopqtuvxyz{}~$-6;Et{ 4?@KZ`Q&  $& && & !.|<A _U# YOV`ab  c@AGd@