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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 "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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#define MEGASQUID_SPIT_SIZE 2
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extern int iSquidSpitSprite;
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define MSQUID_AE_SPIT ( 1 )
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#define MSQUID_AE_BITE ( 2 )
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#define MSQUID_AE_BLINK ( 3 )
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#define MSQUID_AE_TAILWHIP ( 4 )
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#define MSQUID_AE_HOP ( 5 )
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#define MSQUID_AE_THROW ( 6 )
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class CEinarMegasquid : public CBullsquid
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{
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public:
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void Spawn();
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void Precache();
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int Classify();
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BOOL CheckRangeAttack1( float flDot, float flDist );
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BOOL CheckMeleeAttack1( float flDot, float flDist ) { return FALSE; }
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BOOL CheckMeleeAttack2( float flDot, float flDist );
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};
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LINK_ENTITY_TO_CLASS( monster_th_megasquid, CEinarMegasquid )
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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 CEinarMegasquid::Classify()
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CEinarMegasquid::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/megasquid.mdl" );
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UTIL_SetSize( pev, Vector( -160, -160, 0 ), Vector( 160, 160, 256 ) );
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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.bullsquidHealth * 10;
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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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SetBits( pev->spawnflags, SF_MONSTER_FADECORPSE );
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m_fCanThreatDisplay = FALSE;
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m_flNextSpitTime = gpGlobals->time;
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pev->view_ofs = Vector( 0, 0, 128 );
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MonsterInit();
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// Remove tail whip attack.
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m_afCapability &= ~bits_CAP_MELEE_ATTACK1;
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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 CEinarMegasquid::Precache()
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{
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CBullsquid::Precache();
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PRECACHE_MODEL( "models/megasquid.mdl" );
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}
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//=========================================================
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// CheckRangeAttack1
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//=========================================================
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BOOL CEinarMegasquid::CheckRangeAttack1( float flDot, float flDist )
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{
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if( flDist > 450 && flDist <= 1256 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime )
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{
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if( m_hEnemy != 0 )
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{
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if( fabs( pev->origin.z - m_hEnemy->pev->origin.z ) > 256 )
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{
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// don't try to spit at someone up really high or down really low.
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return FALSE;
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}
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}
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if( IsMoving() )
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{
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// don't spit again for a long time, resume chasing enemy.
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m_flNextSpitTime = gpGlobals->time + 5;
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}
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else
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{
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// not moving, so spit again pretty soon.
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m_flNextSpitTime = gpGlobals->time + 0.5;
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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 CEinarMegasquid::CheckMeleeAttack2( float flDot, float flDist )
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{
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if( flDist <= 330 && flDot >= 0.7 ) // The player & bullsquid can be as much as their bboxes
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{ // apart (48 * sqrt(3)) and he can still attack (85 is a little more than 48*sqrt(3))
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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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// 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 CEinarMegasquid::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case MSQUID_AE_SPIT:
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{
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Vector vecSpitOffset;
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Vector vecSpitDir;
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UTIL_MakeVectors( pev->angles );
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// !!!HACKHACK - the spot at which the spit originates (in front of the mouth) was measured in 3ds and hardcoded here.
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// we should be able to read the position of bones at runtime for this info.
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vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23 ); // 8 37 23
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vecSpitOffset = ( pev->origin + vecSpitOffset );
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vecSpitDir = ( ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs ) - vecSpitOffset ).Normalize();
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vecSpitDir.x += RANDOM_FLOAT( -0.05, 0.05 );
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vecSpitDir.y += RANDOM_FLOAT( -0.05, 0.05 );
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vecSpitDir.z += RANDOM_FLOAT( -0.05, 0 );
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// do stuff for this event.
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AttackSound();
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// spew the spittle temporary ents.
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecSpitOffset );
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WRITE_BYTE( TE_SPRITE_SPRAY );
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WRITE_COORD( vecSpitOffset.x); // pos
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WRITE_COORD( vecSpitOffset.y);
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WRITE_COORD( vecSpitOffset.z);
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WRITE_COORD( vecSpitDir.x); // dir
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WRITE_COORD( vecSpitDir.y);
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WRITE_COORD( vecSpitDir.z);
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WRITE_SHORT( iSquidSpitSprite ); // model
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WRITE_BYTE( 15 ); // count
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WRITE_BYTE( 210 ); // speed
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WRITE_BYTE( 25 ); // noise ( client will divide by 100 )
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MESSAGE_END();
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CSquidSpit::Shoot( pev, vecSpitOffset, vecSpitDir * 900, MEGASQUID_SPIT_SIZE );
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}
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break;
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case MSQUID_AE_BITE:
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{
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack( 450, gSkillData.bullsquidDmgBite, DMG_SLASH );
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if( pHurt )
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{
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//pHurt->pev->punchangle.z = -15;
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//pHurt->pev->punchangle.x = -45;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 200;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 200;
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}
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}
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break;
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case MSQUID_AE_THROW:
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{
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int iPitch;
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// squid throws its prey IF the prey is a client.
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CBaseEntity *pHurt = CheckTraceHullAttack( 450, 0, 0 );
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if( pHurt )
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{
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// croonchy bite sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite2.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "bullchicken/bc_bite3.wav", 1, ATTN_NORM, 0, iPitch );
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break;
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}
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//pHurt->pev->punchangle.x = RANDOM_LONG( 0, 34 ) - 5;
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//pHurt->pev->punchangle.z = RANDOM_LONG( 0, 49 ) - 25;
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//pHurt->pev->punchangle.y = RANDOM_LONG( 0, 89 ) - 45;
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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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if( pHurt->IsPlayer() )
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{
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UTIL_MakeVectors( pev->angles );
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 900 + gpGlobals->v_up * 900;
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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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CBullsquid::HandleAnimEvent( pEvent );
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}
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}
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