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397 lines
10 KiB
397 lines
10 KiB
8 years ago
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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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//=========================================================
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// bullsquid - big, spotty tentacle-mouthed meanie.
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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 "nodes.h"
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#include "effects.h"
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#include "decals.h"
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#include "soundent.h"
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#include "game.h"
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#include "bullsquid.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZBULL_AE_SPIT ( 1 )
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#define ZBULL_AE_BITE ( 2 )
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#define ZBULL_AE_BLINK ( 3 )
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#define ZBULL_AE_TAILWHIP ( 4 )
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#define ZBULL_AE_HOP ( 5 )
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#define ZBULL_AE_THROW ( 6 )
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class CZombieBull : public CBullsquid
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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 IdleSound(void);
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void PainSound(void);
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void DeathSound(void);
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void AlertSound(void);
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void AttackSound(void);
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void BiteSound(void);
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void StartTask(Task_t *pTask);
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BOOL CheckMeleeAttack1(float flDot, float flDist);
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BOOL CheckMeleeAttack2(float flDot, float flDist);
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BOOL CheckRangeAttack1(float flDot, float flDist) { return FALSE; }
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Schedule_t *GetSchedule(void);
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static const char *pAttackSounds[];
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static const char *pBiteSounds[];
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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 *pDeathSounds[];
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};
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LINK_ENTITY_TO_CLASS(monster_th_zombiebull, CZombieBull);
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const char *CZombieBull::pAttackSounds[] =
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{
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"bull/bu_whip1.wav",
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"bull/bu_whip2.wav",
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"bull/bu_whip3.wav",
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};
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const char *CZombieBull::pBiteSounds[] =
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{
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"bull/bu_gore1.wav",
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"bull/bu_gore2.wav",
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"bull/bu_gore3.wav",
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};
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const char *CZombieBull::pIdleSounds[] =
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{
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"bull/bu_idle1.wav",
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"bull/bu_idle2.wav",
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"bull/bu_idle3.wav",
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};
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const char *CZombieBull::pAlertSounds[] =
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{
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"bull/bu_alert1.wav",
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"bull/bu_alert2.wav",
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"bull/bu_alert3.wav",
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"bull/bu_alert4.wav",
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};
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const char *CZombieBull::pPainSounds[] =
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{
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"bull/bu_pain1.wav",
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"bull/bu_pain2.wav",
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"bull/bu_pain3.wav",
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};
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const char *CZombieBull::pDeathSounds[] =
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{
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"bull/bu_die1.wav",
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"bull/bu_die2.wav",
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"bull/bu_die3.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 CZombieBull::Classify(void)
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the tailwhip attack
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//=========================================================
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BOOL CZombieBull::CheckMeleeAttack1(float flDot, float flDist)
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{
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if (m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 95 && flDot >= 0.7)
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the bite attack.
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// this attack will not be performed if the tailwhip attack
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// is valid.
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//=========================================================
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BOOL CZombieBull::CheckMeleeAttack2(float flDot, float flDist)
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{
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if (flDist <= 95 && flDot >= 0.7 && !HasConditions(bits_COND_CAN_MELEE_ATTACK1))
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CZombieBull::IdleSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pIdleSounds), 1, ATTN_NORM);
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CZombieBull::PainSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pPainSounds), 1, ATTN_NORM);
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CZombieBull::AlertSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAlertSounds), 1, ATTN_NORM);
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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 CZombieBull::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case ZBULL_AE_BITE:
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{
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgBite, DMG_SLASH);
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if (pHurt)
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{
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 400;
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}
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else
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{
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//
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// Search for human repels.
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//
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CBaseEntity *pEntity = NULL;
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// iterate on all entities in the vicinity.
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while ((pEntity = UTIL_FindEntityInSphere(pEntity, pev->origin, 128)) != NULL)
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{
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if (pEntity->pev->takedamage != DAMAGE_NO)
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{
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if (FClassnameIs(pEntity->pev, "monster_hgrunt_repel"))
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{
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pEntity->TakeDamage(pev, pev, gSkillData.zombiebullDmgBite, DMG_SLASH | DMG_ALWAYSGIB);
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}
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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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case ZBULL_AE_TAILWHIP:
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{
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// croonchy bite sound
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BiteSound();
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CBaseEntity *pHurt = CheckTraceHullAttack(90, gSkillData.zombiebullDmgWhip, DMG_SLASH | DMG_ALWAYSGIB);
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if (pHurt)
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{
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pHurt->pev->punchangle.z = -20;
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pHurt->pev->punchangle.x = 20;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 16;
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}
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}
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break;
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case ZBULL_AE_THROW:
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{
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// squid throws its prey IF the prey is a client.
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CBaseEntity *pHurt = CheckTraceHullAttack(90, 0, 0);
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if (pHurt)
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{
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// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
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UTIL_ScreenShake(pHurt->pev->origin, 25.0, 1.5, 0.7, 2);
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}
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}
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break;
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case ZBULL_AE_BLINK:
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break;
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default:
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CBullsquid::HandleAnimEvent(pEvent);
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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 CZombieBull::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/zombiebull.mdl");
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UTIL_SetSize(pev, Vector(-32, -32, 0), Vector(32, 32, 64));
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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.zombiebullHealth;
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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_fCanThreatDisplay = FALSE;
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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 CZombieBull::Precache()
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{
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PRECACHE_MODEL("models/zombiebull.mdl");
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
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PRECACHE_SOUND_ARRAY(pAttackSounds);
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PRECACHE_SOUND_ARRAY(pBiteSounds);
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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(pDeathSounds);
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PRECACHE_SOUND("bull/bu_paw1.wav");
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PRECACHE_SOUND("bull/bu_runstep1.wav");
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PRECACHE_SOUND("bull/bu_runstep2.wav");
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PRECACHE_SOUND("bull/bu_walkstep1.wav");
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PRECACHE_SOUND("bull/bu_walkstep2.wav");
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CZombieBull::DeathSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pDeathSounds), 1, ATTN_NORM);
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CZombieBull::AttackSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pAttackSounds), 1, ATTN_NORM);
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}
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//=========================================================
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// BiteSound
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//=========================================================
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void CZombieBull::BiteSound(void)
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{
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EMIT_SOUND(ENT(pev), CHAN_VOICE, RANDOM_SOUND_ARRAY(pBiteSounds), 1, ATTN_NORM);
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}
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//=========================================================
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// GetSchedule
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//=========================================================
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Schedule_t *CZombieBull::GetSchedule(void)
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{
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switch (m_MonsterState)
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{
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case MONSTERSTATE_ALERT:
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return CBaseMonster::GetSchedule();
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case MONSTERSTATE_COMBAT:
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{
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// dead enemy
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if (HasConditions(bits_COND_ENEMY_DEAD))
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{
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// call base class, all code to handle dead enemies is centralized there.
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return CBaseMonster::GetSchedule();
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}
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if (HasConditions(bits_COND_NEW_ENEMY))
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{
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return GetScheduleOfType(SCHED_WAKE_ANGRY);
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}
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if (HasConditions(bits_COND_CAN_MELEE_ATTACK1))
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{
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return GetScheduleOfType(SCHED_MELEE_ATTACK1);
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}
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if (HasConditions(bits_COND_CAN_MELEE_ATTACK2))
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{
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return GetScheduleOfType(SCHED_MELEE_ATTACK2);
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}
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return GetScheduleOfType(SCHED_CHASE_ENEMY);
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break;
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}
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}
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return CBaseMonster::GetSchedule();
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}
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//=========================================================
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// Start task - selects the correct activity and performs
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// any necessary calculations to start the next task on the
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// schedule. OVERRIDDEN for bullsquid because it needs to
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// know explicitly when the last attempt to chase the enemy
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// failed, since that impacts its attack choices.
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//=========================================================
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void CZombieBull::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_MELEE_ATTACK2:
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{
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AttackSound();
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CBaseMonster::StartTask(pTask);
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break;
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}
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default:
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{
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CBullsquid::StartTask(pTask);
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break;
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}
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}
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}
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