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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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// Spider ghost monster
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//=========================================================
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#include "zombie.h"
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#include "shake.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define GHOST_AE_CLAW1 ( 1 )
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#define GHOST_AE_CLAW2 ( 2 )
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#define GHOST_AE_CLAW3 ( 3 )
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class CGhost : public CZombie
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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 HandleAnimEvent( MonsterEvent_t *pEvent );
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void PainSound( void );
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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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void DeathSound( void );
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static const char *pAlertSounds[];
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static const char *pDeathSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_ghost, CGhost );
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const char *CGhost::pAlertSounds[] =
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{
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"aslave/slv_alert1.wav",
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"aslave/slv_alert2.wav",
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"aslave/slv_alert3.wav",
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"aslave/slv_alert4.wav"
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};
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const char *CGhost::pDeathSounds[] =
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{
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"aslave/slv_die1.wav",
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"aslave/slv_die2.wav",
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};
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void CGhost :: PainSound( void )
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{
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}
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void CGhost :: AlertSound( void )
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{
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int pitch = PITCH_LOW + 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 CGhost :: IdleSound( void )
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{
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}
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void CGhost :: AttackSound( void )
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{
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}
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//=========================================================
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// DieSound
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//=========================================================
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void CGhost :: DeathSound( void )
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{
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EMIT_SOUND_DYN ( ENT(pev), CHAN_WEAPON, pDeathSounds[ RANDOM_LONG(0,ARRAYSIZE(pDeathSounds)-1) ], 1.0, ATTN_NORM, 0, PITCH_LOW + RANDOM_LONG(0,9) );
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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 CGhost :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case GHOST_AE_CLAW1:
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case GHOST_AE_CLAW2:
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case GHOST_AE_CLAW3:
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{
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if (m_flNextAttack < gpGlobals->time)
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{
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.slaveDmgClaw, DMG_POISON );
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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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UTIL_ScreenFade( pHurt, Vector( 255, 0, 0 ), 1.0, 11.0, 100, FFADE_IN );
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EMIT_SOUND( ENT( pHurt->pev), CHAN_ITEM, "ghost/ear_ringing.wav", 1.0, ATTN_NORM );
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m_flNextAttack = gpGlobals->time + 12.0f;
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}
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}
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}
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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 CGhost :: Spawn()
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{
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Precache( );
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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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SET_MODEL(ENT(pev), "models/ghost.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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if (pev->health == 0)
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pev->health = gSkillData.slaveHealth;
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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;
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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 CGhost :: Precache()
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{
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int i;
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if (pev->model)
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PRECACHE_MODEL( STRING(pev->model) ); //LRC
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else
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PRECACHE_MODEL("models/ghost.mdl");
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PRECACHE_SOUND("ghost/ear_ringing.wav");
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND( pAlertSounds[i] );
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for ( i = 0; i < ARRAYSIZE( pDeathSounds ); i++ )
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PRECACHE_SOUND( pDeathSounds[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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