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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 "plane.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 "animation.h"
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#include "weapons.h"
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#include "soundent.h"
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#include "effects.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HASSAULT_AE_BURST1 ( 1 )
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#define HASSAULT_AE_BURST2 ( 2 )
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#define HASSAULT_AE_BURST3 ( 3 )
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#define HASSAULT_AE_BURST4 ( 4 )
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#define HASSAULT_AE_BURST5 ( 5 )
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#define HASSAULT_AE_BURST6 ( 6 )
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#define HASSAULT_AE_BURST7 ( 7 )
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#define HASSAULT_AE_BURST8 ( 8 )
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#define HASSAULT_AE_BURST9 ( 9 )
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#define HASSAULT_AE_PAIN1 ( 10 )
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#define HASSAULT_AE_PAIN2 ( 11 )
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class CHassault : 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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void DeathSound(void);
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BOOL CheckMeleeAttack1(float flDot, float flDist) { return FALSE; }
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BOOL CheckMeleeAttack2(float flDot, float flDist) { return FALSE; }
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BOOL CheckRangeAttack2(float flDot, float flDist) { return FALSE; }
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void Shoot(void);
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static const char *pDeathSounds[];
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static const char *pPainSounds[];
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static const char *pBurstSounds[];
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private:
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int m_iShell;
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};
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LINK_ENTITY_TO_CLASS(monster_hassault, CHassault);
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const char *CHassault::pPainSounds[] =
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{
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"hgrunt/gr_pain1.wav",
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"hgrunt/gr_pain2.wav",
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"hgrunt/gr_pain3.wav",
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"hgrunt/gr_pain4.wav",
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"hgrunt/gr_pain5.wav",
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};
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const char *CHassault::pDeathSounds[] =
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{
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"hgrunt/gr_die1.wav",
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"hgrunt/gr_die2.wav",
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"hgrunt/gr_die3.wav",
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};
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const char *CHassault::pBurstSounds[] =
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{
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"hassault/hw_shoot1.wav",
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"hassault/hw_shoot2.wav",
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"hassault/hw_shoot3.wav",
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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 CHassault::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 = 150;
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break;
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case ACT_RUN:
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case ACT_WALK:
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ys = 180;
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break;
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case ACT_RANGE_ATTACK1:
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ys = 120;
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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 = 180;
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break;
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default:
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ys = 90;
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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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// 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 CHassault::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case HASSAULT_AE_BURST1:
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case HASSAULT_AE_BURST2:
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case HASSAULT_AE_BURST3:
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case HASSAULT_AE_BURST4:
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case HASSAULT_AE_BURST5:
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case HASSAULT_AE_BURST6:
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case HASSAULT_AE_BURST7:
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case HASSAULT_AE_BURST8:
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case HASSAULT_AE_BURST9:
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Shoot();
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, RANDOM_SOUND_ARRAY(pBurstSounds), 1, ATTN_NORM);
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break;
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case HASSAULT_AE_PAIN1:
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case HASSAULT_AE_PAIN2:
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM);
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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 CHassault::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/hassault.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->effects = 0;
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pev->health = gSkillData.hassaultHealth;
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m_flFieldOfView = 0.2;// 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_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_HackedGunPos = Vector(0, 0, 55);
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m_cAmmoLoaded = 1;
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ClearConditions(bits_COND_NO_AMMO_LOADED);
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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 CHassault::Precache()
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{
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PRECACHE_MODEL("models/hassault.mdl");
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PRECACHE_SOUND("hassault/hw_gun4.wav");
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PRECACHE_SOUND_ARRAY(pPainSounds);
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PRECACHE_SOUND_ARRAY(pDeathSounds);
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PRECACHE_SOUND_ARRAY(pBurstSounds);
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PRECACHE_SOUND("hassault/hw_spin.wav");
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PRECACHE_SOUND("hassault/hw_spindown.wav");
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PRECACHE_SOUND("hassault/hw_spinup.wav");
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m_iShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
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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 CHassault::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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// Shoot
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//=========================================================
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void CHassault::Shoot(void)
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{
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if( m_hEnemy == 0 )
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{
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return;
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}
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Vector vecShootOrigin = GetGunPosition();
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Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
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UTIL_MakeVectors(pev->angles);
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Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT(40, 90) + gpGlobals->v_up * RANDOM_FLOAT(75, 200) + gpGlobals->v_forward * RANDOM_FLOAT(-40, 40);
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EjectBrass(vecShootOrigin - vecShootDir * 24, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL);
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_15DEGREES, 2048, BULLET_MONSTER_HVMG); // shoot +-5 degrees
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pev->effects |= EF_MUZZLEFLASH;
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// m_cAmmoLoaded--;// take away a bullet!
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Vector angDir = UTIL_VecToAngles(vecShootDir);
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SetBlending(0, angDir.x);
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CHassault::DeathSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_IDLE);
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}
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