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/***
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*
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* Copyright (c) 1996-2002, 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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//=========================================================
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// rat - environmental monster
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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 "headcrab.h"
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#include "game.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define RAT_AE_JUMPATTACK ( 2 )
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class CRat : public CHeadCrab
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{
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public:
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void Spawn( void );
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void Precache( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void EXPORT RatLeapTouch( CBaseEntity *pOther );
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void StartTask( Task_t *pTask );
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void PainSound( void );
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void DeathSound( void );
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void IdleSound( void );
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void AlertSound( void );
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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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static const char *pBiteSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_rat, CRat )
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const char *CRat::pIdleSounds[] =
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{
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"rat/rat_idle.wav"
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};
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const char *CRat::pAlertSounds[] =
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{
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"rat/rat_alert.wav"
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};
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const char *CRat::pPainSounds[] =
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{
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"rat/rat_pain.wav"
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};
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const char *CRat::pAttackSounds[] =
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{
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"rat/rat_attack.wav"
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};
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const char *CRat::pDeathSounds[] =
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{
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"rat/rat_die.wav"
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};
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const char *CRat::pBiteSounds[] =
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{
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"rat/rat_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 CRat::Classify( void )
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{
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return CLASS_HUMAN_MILITARY;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CRat::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/bigrat.mdl" );
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if( !strncmp( STRING( gpGlobals->mapname ), "asmap", 5 ) )
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UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
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else
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UTIL_SetSize( pev, g_vecZero, g_vecZero );
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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->health = 8;
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pev->view_ofs = Vector( 0, 0, 6 );// position of the eyes relative to monster's origin.
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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 CRat::Precache()
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{
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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_SOUND_ARRAY( pBiteSounds );
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PRECACHE_MODEL( "models/bigrat.mdl" );
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CRat::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case RAT_AE_JUMPATTACK:
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{
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ClearBits( pev->flags, FL_ONGROUND );
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UTIL_SetOrigin( pev, pev->origin + Vector( 0, 0, 1 ) );// take him off ground so engine doesn't instantly reset onground
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UTIL_MakeVectors( pev->angles );
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Vector vecJumpDir;
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if( m_hEnemy != 0 )
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{
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float gravity = g_psv_gravity->value;
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if( gravity <= 1 )
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gravity = 1;
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// How fast does the headcrab need to travel to reach that height given gravity?
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float height = m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pev->origin.z;
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if( height < 16 )
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height = 16;
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float speed = sqrt( 2 * gravity * height );
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float time = speed / gravity;
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// Scale the sideways velocity to get there at the right time
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vecJumpDir = m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pev->origin;
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vecJumpDir = vecJumpDir * ( 1.0 / time );
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// Speed to offset gravity at the desired height
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vecJumpDir.z = speed;
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// Don't jump too far/fast
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float distance = vecJumpDir.Length();
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if( distance > 650 )
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{
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vecJumpDir = vecJumpDir * ( 650.0 / distance );
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}
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}
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else
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{
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// jump hop, don't care where
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vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;
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}
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EMIT_SOUND_DYN( edict(), CHAN_VOICE, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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pev->velocity = vecJumpDir;
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m_flNextAttack = gpGlobals->time + 2;
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// LeapTouch - this is the rat's touch function when it
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// is in the air
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//=========================================================
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void CRat::RatLeapTouch( CBaseEntity *pOther )
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{
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if( !pOther->pev->takedamage )
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{
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return;
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}
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if( pOther->Classify() == Classify() )
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{
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return;
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}
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// Don't hit if back on ground
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if( !FBitSet( pev->flags, FL_ONGROUND ) )
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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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pOther->TakeDamage( pev, pev, GetDamageAmount(), DMG_SLASH );
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}
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SetTouch( NULL );
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}
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void CRat::StartTask( Task_t *pTask )
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{
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m_iTaskStatus = TASKSTATUS_RUNNING;
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switch( pTask->iTask )
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{
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case TASK_RANGE_ATTACK1:
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{
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EMIT_SOUND_DYN( edict(), CHAN_WEAPON, pAttackSounds[0], GetSoundVolue(), ATTN_IDLE, 0, GetVoicePitch() );
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m_IdealActivity = ACT_RANGE_ATTACK1;
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SetTouch( &CRat::RatLeapTouch );
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break;
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}
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default:
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{
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CBaseMonster::StartTask( pTask );
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}
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}
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CRat::IdleSound( void )
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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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// AlertSound
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//=========================================================
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void CRat::AlertSound( void )
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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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// AlertSound
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//=========================================================
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void CRat::PainSound( void )
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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 CRat::DeathSound( void )
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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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// AI Schedules Specific to this monster
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//=========================================================
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