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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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// Black Ops - Male Assassin
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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 "squadmonster.h"
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#include "weapons.h"
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#include "talkmonster.h"
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#include "soundent.h"
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#include "effects.h"
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#include "customentity.h"
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#include "hgrunt.h"
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define MASSN_CLIP_SIZE 36 // how many bullets in a clip? - NOTE: 3 round burst sound, so keep as 3 * x!
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// Weapon flags
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#define MASSN_9MMAR (1 << 0)
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#define MASSN_HANDGRENADE (1 << 1)
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#define MASSN_GRENADELAUNCHER (1 << 2)
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#define MASSN_SNIPERRIFLE (1 << 3)
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// Body groups.
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#define HEAD_GROUP 1
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#define GUN_GROUP 2
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// Head values
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#define HEAD_WHITE 0
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#define HEAD_BLACK 1
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#define HEAD_GOGGLES 2
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// Gun values
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#define GUN_MP5 0
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#define GUN_SNIPERRIFLE 1
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#define GUN_NONE 2
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define MASSN_AE_KICK ( 3 )
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#define MASSN_AE_BURST1 ( 4 )
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#define MASSN_AE_CAUGHT_ENEMY ( 10 ) // grunt established sight with an enemy (player only) that had previously eluded the squad.
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#define MASSN_AE_DROP_GUN ( 11 ) // grunt (probably dead) is dropping his mp5.
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//=========================================================
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// Purpose:
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//=========================================================
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class CMassn : public CHGrunt
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{
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public:
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int Classify(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void GibMonster(void);
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void Sniperrifle(void);
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BOOL FOkToSpeak(void);
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void Spawn( void );
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void Precache( void );
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void DeathSound(void);
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void PainSound(void);
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void IdleSound(void);
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};
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LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn)
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//=========================================================
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// Purpose:
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//=========================================================
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BOOL CMassn::FOkToSpeak(void)
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{
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return FALSE;
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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 CMassn::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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// Purpose:
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//=========================================================
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void CMassn::IdleSound(void)
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{
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}
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//=========================================================
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// Shoot
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//=========================================================
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void CMassn::Sniperrifle(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_iBrassShell, TE_BOUNCE_SHELL);
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_1DEGREES, 2048, BULLET_MONSTER_762, 0); // shoot +-7.5 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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// 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 CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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Vector vecShootDir;
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Vector vecShootOrigin;
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switch (pEvent->event)
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{
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case MASSN_AE_DROP_GUN:
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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GetAttachment(0, vecGunPos, vecGunAngles);
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// switch to body group with no gun.
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SetBodygroup(GUN_GROUP, GUN_NONE);
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// now spawn a gun.
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if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
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{
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DropItem("weapon_sniperrifle", vecGunPos, vecGunAngles);
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}
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else
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{
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DropItem("weapon_9mmAR", vecGunPos, vecGunAngles);
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}
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if (FBitSet(pev->weapons, MASSN_GRENADELAUNCHER))
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{
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DropItem("ammo_ARgrenades", BodyTarget(pev->origin), vecGunAngles);
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}
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}
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break;
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case MASSN_AE_BURST1:
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{
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if (FBitSet(pev->weapons, MASSN_9MMAR))
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{
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Shoot();
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// the first round of the three round burst plays the sound and puts a sound in the world sound list.
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if (RANDOM_LONG(0, 1))
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{
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun1.wav", 1, ATTN_NORM);
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}
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else
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{
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hgrunt/gr_mgun2.wav", 1, ATTN_NORM);
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}
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}
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else if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
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{
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Sniperrifle();
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM);
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}
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3);
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}
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break;
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case MASSN_AE_KICK:
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{
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CBaseEntity *pHurt = Kick();
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if (pHurt)
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{
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// SOUND HERE!
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UTIL_MakeVectors(pev->angles);
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pHurt->pev->punchangle.x = 15;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
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pHurt->TakeDamage(pev, pev, gSkillData.massnDmgKick, DMG_CLUB);
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}
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}
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break;
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case MASSN_AE_CAUGHT_ENEMY:
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break;
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default:
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CHGrunt::HandleAnimEvent(pEvent);
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break;
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}
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}
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void CMassn::GibMonster()
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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if( GetBodygroup( GUN_GROUP ) != GUN_NONE )
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{
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// throw a gun if the grunt has one
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun;
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if( FBitSet( pev->weapons, MASSN_SNIPERRIFLE ) )
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{
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pGun = DropItem( "weapon_sniperrifle", vecGunPos, vecGunAngles );
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}
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else
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{
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pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
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}
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if( pGun )
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{
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pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
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pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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if( FBitSet( pev->weapons, MASSN_GRENADELAUNCHER ) )
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{
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pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles );
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if ( pGun )
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{
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pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
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pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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}
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}
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CBaseMonster::GibMonster();
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CMassn::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/massn.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.massnHealth;
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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_flNextGrenadeCheck = gpGlobals->time + 1;
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m_flNextPainTime = gpGlobals->time;
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m_iSentence = -1;
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m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_fEnemyEluded = FALSE;
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m_fFirstEncounter = TRUE;// this is true when the grunt spawns, because he hasn't encountered an enemy yet.
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m_HackedGunPos = Vector(0, 0, 55);
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if (pev->weapons == 0)
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{
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// initialize to original values
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pev->weapons = MASSN_9MMAR | MASSN_HANDGRENADE;
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// pev->weapons = HGRUNT_SHOTGUN;
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// pev->weapons = HGRUNT_9MMAR | HGRUNT_GRENADELAUNCHER;
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}
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if (FBitSet(pev->weapons, MASSN_SNIPERRIFLE))
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{
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SetBodygroup(GUN_GROUP, GUN_SNIPERRIFLE);
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m_cClipSize = 5;
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}
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else
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{
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m_cClipSize = MASSN_CLIP_SIZE;
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}
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m_cAmmoLoaded = m_cClipSize;
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if (RANDOM_LONG(0, 99) < 80)
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pev->skin = 0; // light skin
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else
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pev->skin = 1; // dark skin
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CTalkMonster::g_talkWaitTime = 0;
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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 CMassn::Precache()
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{
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PRECACHE_MODEL("models/massn.mdl");
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PRECACHE_SOUND("hgrunt/gr_mgun1.wav");
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PRECACHE_SOUND("hgrunt/gr_mgun2.wav");
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PRECACHE_SOUND("hgrunt/gr_reload1.wav");
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PRECACHE_SOUND("weapons/glauncher.wav");
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PRECACHE_SOUND("weapons/sniper_bolt1.wav");
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PRECACHE_SOUND("weapons/sniper_fire.wav");
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
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// get voice pitch
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if (RANDOM_LONG(0, 1))
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m_voicePitch = 109 + RANDOM_LONG(0, 7);
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else
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m_voicePitch = 100;
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m_iBrassShell = PRECACHE_MODEL("models/shell.mdl");// brass shell
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CMassn::PainSound(void)
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{
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CMassn::DeathSound(void)
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{
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}
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//=========================================================
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// CAssassinRepel - when triggered, spawns a monster_male_assassin
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// repelling down a line.
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//=========================================================
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class CAssassinRepel : public CHGruntRepel
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{
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public:
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const char* TrooperName() {
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return "monster_male_assassin";
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}
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};
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LINK_ENTITY_TO_CLASS(monster_assassin_repel, CAssassinRepel)
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class CDeadMassn : public CBaseMonster
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{
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public:
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void Spawn( void );
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int Classify( void ) { return CLASS_HUMAN_MILITARY; }
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void KeyValue( KeyValueData *pkvd );
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|
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|
int m_iPose;// which sequence to display -- temporary, don't need to save
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|
static const char *m_szPoses[3];
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|
};
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const char *CDeadMassn::m_szPoses[] = { "deadstomach", "deadside", "deadsitting" };
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|
void CDeadMassn::KeyValue( KeyValueData *pkvd )
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|
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|
{
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|
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|
if( FStrEq( pkvd->szKeyName, "pose" ) )
|
|
|
|
{
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|
m_iPose = atoi( pkvd->szValue );
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|
|
pkvd->fHandled = TRUE;
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|
|
|
}
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|
else
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|
CBaseMonster::KeyValue( pkvd );
|
|
|
|
}
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|
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|
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|
LINK_ENTITY_TO_CLASS( monster_massassin_dead, CDeadMassn )
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|
|
|
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|
|
//=========================================================
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|
|
// ********** DeadHGrunt SPAWN **********
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|
|
//=========================================================
|
|
|
|
void CDeadMassn::Spawn( void )
|
|
|
|
{
|
|
|
|
PRECACHE_MODEL( "models/massn.mdl" );
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|
SET_MODEL( ENT( pev ), "models/massn.mdl" );
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|
pev->effects = 0;
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|
pev->yaw_speed = 8;
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|
pev->sequence = 0;
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|
|
m_bloodColor = BLOOD_COLOR_RED;
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|
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|
pev->sequence = LookupSequence( m_szPoses[m_iPose] );
|
|
|
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|
|
if( pev->sequence == -1 )
|
|
|
|
{
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|
|
|
ALERT( at_console, "Dead massn with bad pose\n" );
|
|
|
|
}
|
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|
|
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|
|
// Corpses have less health
|
|
|
|
pev->health = 8;
|
|
|
|
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|
|
|
// map old bodies onto new bodies
|
|
|
|
switch( pev->body )
|
|
|
|
{
|
|
|
|
case 0:
|
|
|
|
pev->body = 0;
|
|
|
|
pev->skin = 0;
|
|
|
|
break;
|
|
|
|
case 1:
|
|
|
|
pev->body = 2;
|
|
|
|
pev->skin = 0;
|
|
|
|
break;
|
|
|
|
case 2:
|
|
|
|
pev->body = 7;
|
|
|
|
pev->skin = 0;
|
|
|
|
break;
|
|
|
|
case 3:
|
|
|
|
pev->body = 8;
|
|
|
|
pev->skin = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
MonsterInitDead();
|
|
|
|
}
|