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/***
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* Gay Glenn.cpp
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* Gay Glenn is actually not gay.
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****/
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//=========================================================
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// Glenn
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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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 "gamerules.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define GLENN_AE_ATTACK_RIGHT 0x01
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#define GLENN_AE_ATTACK_LEFT 0x02
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#define GLENN_AE_ATTACK_BOTH 0x03
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#define GLENN_FLINCH_DELAY 2 // at most one flinch every n secs
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class CGay : public CBaseMonster
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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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void SetYawSpeed( void );
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int Classify ( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions ( void );
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float m_flNextFlinch;
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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static const char *pAttackSounds[];
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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 *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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// No range attacks
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BOOL CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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};
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LINK_ENTITY_TO_CLASS( monster_gayglenn, CGay );
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LINK_ENTITY_TO_CLASS( monster_gay, CGay );
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const char *CGay::pAttackHitSounds[] =
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{
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"glenn/strike1.wav",
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};
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const char *CGay::pAttackMissSounds[] =
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{
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"glenn/miss1.wav",
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};
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const char *CGay::pAttackSounds[] =
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{
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"glenn/gg_attack1.wav",
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"glenn/gg_attack2.wav",
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};
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const char *CGay::pIdleSounds[] =
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{
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"glenn/gg_idle1.wav",
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"glenn/gg_idle2.wav",
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"glenn/gg_idle3.wav",
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"glenn/gg_idle4.wav",
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};
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const char *CGay::pAlertSounds[] =
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{
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"glenn/gg_alert10.wav",
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"glenn/gg_alert20.wav",
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"glenn/gg_alert30.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 CGay :: Classify ( void )
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{
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if (g_pGameRules->IsTest() && testmonsters.value <= 0)
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{
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return CLASS_NONE;
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}
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else
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{
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return CLASS_GAYGLENN;
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}
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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 CGay :: SetYawSpeed ( void )
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{
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int ys;
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ys = 360;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CGay :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// HACK HACK -- until we fix this.
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if ( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CGay :: AlertSound( void )
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{
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int pitch = 95 + RANDOM_LONG(0,9);
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch );
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}
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void CGay :: IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG(0,9);
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// Play a random idle sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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void CGay :: AttackSound( void )
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{
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// Play a random attack sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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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 CGay :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case GLENN_AE_ATTACK_RIGHT:
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{
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// do stuff for this event.
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// ALERT( at_console, "Slash right!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.glennDmgOneSlash, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
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}
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// Play a random attack hit sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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else // Play a random attack miss sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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if (RANDOM_LONG(0,1))
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AttackSound();
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}
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break;
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case GLENN_AE_ATTACK_LEFT:
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{
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// do stuff for this event.
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// ALERT( at_console, "Slash left!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.glennDmgOneSlash, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.z = 18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
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}
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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else
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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if (RANDOM_LONG(0,1))
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AttackSound();
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}
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break;
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case GLENN_AE_ATTACK_BOTH:
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{
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.glennDmgBothSlash, DMG_SLASH );
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if ( pHurt )
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{
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if ( pHurt->pev->flags & (FL_MONSTER|FL_CLIENT) )
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{
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
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}
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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}
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else
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) );
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if (RANDOM_LONG(0,1))
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AttackSound();
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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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// Spawn
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//=========================================================
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void CGay :: Spawn()
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{
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Precache( );
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if (CVAR_GET_FLOAT("mp_testzom") == 1)
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SET_MODEL(ENT(pev), "models/zombie.mdl");
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else
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SET_MODEL(ENT(pev), "models/chris.mdl");
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX );
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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 = CBaseMonster::GetHealth( gSkillData.glennHealth, 3 );
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pev->view_ofs = VEC_VIEW;// 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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m_afCapability = bits_CAP_DOORS_GROUP | bits_CAP_AUTO_DOORS | bits_CAP_SQUAD;
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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 CGay :: Precache()
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{
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int i;
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PRECACHE_MODEL("models/chris.mdl");
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND(pAttackHitSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND(pAttackMissSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
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PRECACHE_SOUND(pAttackSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
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PRECACHE_SOUND(pIdleSounds[i]);
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND(pAlertSounds[i]);
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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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int CGay::IgnoreConditions ( void )
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if ((m_Activity == ACT_MELEE_ATTACK1) || (m_Activity == ACT_MELEE_ATTACK1))
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{
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#if 0
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if (pev->health < 20)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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else
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#endif
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if (m_flNextFlinch >= gpGlobals->time)
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iIgnore |= (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE);
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}
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if ((m_Activity == ACT_SMALL_FLINCH) || (m_Activity == ACT_BIG_FLINCH))
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{
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if (m_flNextFlinch < gpGlobals->time)
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m_flNextFlinch = gpGlobals->time + GLENN_FLINCH_DELAY;
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}
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return iIgnore;
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}
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