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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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class CEinarHand : 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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float GetDamageAmount() { return gSkillData.headcrabDmgBite * 2; }
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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 StartAttackSound() {}
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void AttackSound();
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void BiteSound();
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static const char *pAttackSounds[];
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static const char *pBiteSounds[];
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};
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LINK_ENTITY_TO_CLASS( einar_hand, CEinarHand );
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const char *CEinarHand::pAttackSounds[] =
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{
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"thehand/hnd_attack1.wav",
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};
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const char *CEinarHand::pBiteSounds[] =
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{
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"thehand/hnd_headbite.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 CEinarHand::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 CEinarHand::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/thehand.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 * 2;
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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 CEinarHand::Precache()
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{
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PRECACHE_MODEL( "models/thehand.mdl" );
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PRECACHE_SOUND_ARRAY( pAttackSounds );
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PRECACHE_SOUND_ARRAY( pBiteSounds );
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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 CEinarHand::SetYawSpeed()
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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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// AttackSound
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//=========================================================
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void CEinarHand::AttackSound()
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{
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int iSound = RANDOM_LONG( 0, 2 );
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if( iSound != 0 )
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[iSound], 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 CEinarHand::BiteSound()
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{
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBiteSounds ), GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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}
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