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/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "game.h"
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#include "headcrab.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CEinarChicken : public CHeadCrab
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{
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public:
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void Spawn();
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void Precache();
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void SetYawSpeed();
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int Classify();
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void PainSound();
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void DeathSound();
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void IdleSound();
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void AlertSound();
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void AttackSound();
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void StartAttackSound();
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void BiteSound();
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackSounds[];
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static const char *pDeathSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_th_chicken, CEinarChicken )
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const char *CEinarChicken::pIdleSounds[] =
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{
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"chicken/ch_idle1.wav",
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"chicken/ch_idle2.wav",
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};
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const char *CEinarChicken::pAlertSounds[] =
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{
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"chicken/ch_alert1.wav",
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"chicken/ch_alert2.wav"
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};
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const char *CEinarChicken::pPainSounds[] =
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{
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"chicken/ch_pain1.wav",
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"chicken/ch_pain2.wav",
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};
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const char *CEinarChicken::pAttackSounds[] =
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{
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"chicken/ch_attack1.wav",
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"chicken/ch_attack2.wav",
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};
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const char *CEinarChicken::pDeathSounds[] =
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{
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"chicken/ch_die1.wav",
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"chicken/ch_die2.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CEinarChicken::Classify()
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CEinarChicken::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/chicken.mdl" );
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UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->effects = 0;
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pev->health = gSkillData.headcrabHealth;
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pev->view_ofs = Vector( 0, 0, 20 );// position of the eyes relative to monster's origin.
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pev->yaw_speed = 5;//!!! should we put this in the monster's changeanim function since turn rates may vary with state/anim?
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CEinarChicken::Precache()
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{
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PRECACHE_SOUND( "thehand/hnd_attack1.wav" );
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PRECACHE_SOUND( "thehand/hnd_headbite.wav" );
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PRECACHE_SOUND_ARRAY( pIdleSounds );
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PRECACHE_SOUND_ARRAY( pAlertSounds );
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PRECACHE_SOUND_ARRAY( pPainSounds );
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PRECACHE_SOUND_ARRAY( pAttackSounds );
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PRECACHE_SOUND_ARRAY( pDeathSounds );
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PRECACHE_MODEL( "models/chicken.mdl" );
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CEinarChicken::SetYawSpeed( void )
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{
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int ys;
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switch( m_Activity )
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{
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case ACT_IDLE:
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ys = 60;
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break;
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case ACT_RUN:
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case ACT_WALK:
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ys = 30;
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break;
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case ACT_TURN_LEFT:
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case ACT_TURN_RIGHT:
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ys = 120;
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break;
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case ACT_RANGE_ATTACK1:
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ys = 60;
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break;
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default:
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ys = 60;
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break;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CEinarChicken::AlertSound()
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CEinarChicken::IdleSound()
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// BiteSound
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//=========================================================
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void CEinarChicken::BiteSound()
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{
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if( !RANDOM_LONG( 0, 9 ) )
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, "chicken/ch_alert1.wav", GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "thehand/hnd_headbite.wav", GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CEinarChicken::PainSound()
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CEinarChicken::DeathSound()
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{
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// AttackSound2
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//=========================================================
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void CEinarChicken::StartAttackSound()
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{
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if( !RANDOM_LONG( 0, 9 ) )
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CEinarChicken::AttackSound()
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{
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if( !RANDOM_LONG( 0, 1 ) )
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, "thehand/hnd_attack1.wav", GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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