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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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// monster template
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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 "soundent.h"
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int SonicRings;
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extern cvar_t cwc;
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int bravery = 0; //He is brave... for now.
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CChrisChan : 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 Killed( entvars_t *pevAttacker, int iGib );
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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//Schedule_t *GetSchedule( void ); // Handles some schedules
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void IdleSound( void );
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void PainSound( void );
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void AlertSound( void );
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CUSTOM_SCHEDULES;
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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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};
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LINK_ENTITY_TO_CLASS( monster_chrischan, CChrisChan );
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//====================
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// AI BULL
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//===================
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Task_t tlCWCHide[] =
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{
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//{ TASK_SET_FAIL_SCHEDULE, (float)SCHED_PANIC }, // If you fail, just panic!
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{ TASK_STOP_MOVING, (float)0 },
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{ TASK_FIND_COVER_FROM_ENEMY, (float)0 },
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{ TASK_PLAY_SEQUENCE, (float)ACT_CROUCH },
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{ TASK_SET_ACTIVITY, (float)ACT_CROUCHIDLE }, // FIXME: This looks lame
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{ TASK_WAIT_RANDOM, (float)10.0 },
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};
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Schedule_t slCWCHide[] =
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{
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{
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tlCWCHide,
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ARRAYSIZE ( tlCWCHide ),
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bits_COND_SEE_FEAR,
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bits_SOUND_DANGER,
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"CWCHide"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CChrisChan )
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{
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slCWCHide,
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};
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const char *CChrisChan::pIdleSounds[] =
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{
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"cwc/cwc_idle1.wav",
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"cwc/cwc_idle2.wav",
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"cwc/cwc_idle3.wav",
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"cwc/cwc_idle4.wav",
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};
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const char *CChrisChan::pAlertSounds[] =
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{
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"cwc/cwc_alert1.wav",
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"cwc/cwc_alert2.wav",
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"cwc/cwc_alert3.wav",
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"cwc/cwc_alert4.wav"
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};
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const char *CChrisChan::pPainSounds[] =
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{
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"cwc/cwc_pain1.wav",
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"cwc/cwc_pain2.wav",
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"cwc/cwc_pain3.wav",
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"cwc/cwc_pain4.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 CChrisChan :: Classify ( void )
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{
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if (cwc.value == 1)
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{
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return CLASS_HUMAN_PASSIVE;
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}
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else if (cwc.value == 0)
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{
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return CLASS_CWC;
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}
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return CLASS_HUMAN_PASSIVE;
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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 CChrisChan :: 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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default:
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ys = 360;
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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 CChrisChan :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case 0:
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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 CChrisChan :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/chrischan.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_LAVENDER; //There's part of why I chose this.
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pev->health = CBaseMonster::GetHealth( 251, 3 );
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pev->view_ofs = Vector ( 0, 0, 0 );// poBsition 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 CChrisChan :: Precache()
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{
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PRECACHE_SOUND("cwc/death.wav");
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PRECACHE_MODEL("models/chrischan.mdl");
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SonicRings = PRECACHE_MODEL("sprites/s2ring.spr");// client side spittle of coins!
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int 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( pPainSounds ); i++ )
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PRECACHE_SOUND(pPainSounds[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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void CChrisChan :: IdleSound( void )
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{
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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 );
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}
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void CChrisChan :: AlertSound( void )
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{
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// Play a random idle sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, 100 );
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}
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void CChrisChan :: PainSound( void )
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{
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// Play a random pain sound
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, 100 );
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}
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void CChrisChan::Killed( entvars_t *pevAttacker, int iGib )
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{
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//Blows up in coins, disappears. Scott Pilgrim and River City Ransom-esque.
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const Vector position = pev->origin;
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const Vector &direction = Vector(0,0,1);
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int count = RANDOM_LONG(45,160);
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EMIT_SOUND(ENT(pev), CHAN_VOICE, "cwc/death.wav", 1, ATTN_NORM );
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, position );
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WRITE_BYTE( TE_SPRITE_SPRAY );
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WRITE_COORD( position.x); // pos
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WRITE_COORD( position.y);
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WRITE_COORD( position.z);
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WRITE_COORD( direction.x); // dir
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WRITE_COORD( direction.y);
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WRITE_COORD( direction.z);
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WRITE_SHORT( SonicRings ); // model
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WRITE_BYTE ( count ); // count
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WRITE_BYTE ( 130 ); // speed
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WRITE_BYTE ( 80 ); // noise ( client will divide by 100 )
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MESSAGE_END();
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UTIL_Remove(this);
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}
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//=========================================================
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// TakeDamage - overridden for chris-chan so we can simulate
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// trolling via attackers. Once he is attacked, he will switch. Like the real cwc.
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//=========================================================
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int CChrisChan :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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if (bravery == 0)
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{
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bravery = RANDOM_LONG(0,1); //Roll the Dice, for Bravery, simulating fight or flight.
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}
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if ( pevInflictor && pevInflictor->flags & FL_CLIENT )
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{
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Remember( bits_MEMORY_PROVOKED );
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}
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return CBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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IMPLEMENT_CUSTOM_SCHEDULES( CChrisChan, CBaseMonster );
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