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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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// Zombie
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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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 "zombie.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
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LINK_ENTITY_TO_CLASS( monster_zombie_barney, CZombie )
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const char *CZombie::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CZombie::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CZombie::pAttackSounds[] =
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{
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"zombie/zo_attack1.wav",
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"zombie/zo_attack2.wav",
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};
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const char *CZombie::pIdleSounds[] =
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{
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"zombie/zo_idle1.wav",
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"zombie/zo_idle2.wav",
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"zombie/zo_idle3.wav",
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"zombie/zo_idle4.wav",
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};
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const char *CZombie::pAlertSounds[] =
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{
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"zombie/zo_alert10.wav",
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"zombie/zo_alert20.wav",
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"zombie/zo_alert30.wav",
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};
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const char *CZombie::pPainSounds[] =
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{
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"zombie/zo_pain1.wav",
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"zombie/zo_pain2.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 CZombie::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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// 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 CZombie::SetYawSpeed( void )
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CZombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3;
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}
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// HACK HACK -- until we fix this.
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if( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CZombie::Killed( entvars_t *pevAttacker, int iGib )
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{
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if( !ShouldGibMonster( iGib ) )
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{
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Vector vecSpawn = pev->origin;
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vecSpawn.z = pev->origin.z + 72;
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pev->body = 1;
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CBaseEntity *pCrab = CBaseEntity::Create( "monster_headcrab", vecSpawn, pev->angles, edict() );
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pCrab->pev->spawnflags |= SF_MONSTER_FALL_TO_GROUND;
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Vector vecJumpDir;
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UTIL_MakeVectors( pev->angles );
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if( m_hEnemy != 0 )
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{
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float gravity = CVAR_GET_FLOAT( "sv_gravity" );
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float height = ( m_hEnemy->pev->origin.z + m_hEnemy->pev->view_ofs.z - pCrab->pev->origin.z );
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if( height < 4 )
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height = 4;
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float speed = sqrt( 1.5 * gravity * height );
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float time = speed / gravity;
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vecJumpDir = ( m_hEnemy->pev->origin + m_hEnemy->pev->view_ofs - pCrab->pev->origin );
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vecJumpDir = vecJumpDir * ( 1.0 / time );
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vecJumpDir.z = speed;
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float distance = vecJumpDir.Length();
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if( distance > 100 )
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vecJumpDir = vecJumpDir * ( 100.0 / distance );
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}
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else
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vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 20;
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pCrab->pev->velocity = vecJumpDir;
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}
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CBaseMonster::Killed( pevAttacker, iGib );
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}
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void CZombie::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( RANDOM_LONG( 0, 5 ) < 2 )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pPainSounds[RANDOM_LONG( 0, ARRAYSIZE( pPainSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie::AlertSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAlertSounds[ RANDOM_LONG( 0, ARRAYSIZE( pAlertSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie::IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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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, pitch );
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}
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void CZombie::AttackSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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// Play a random attack sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, pAttackSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackSounds ) - 1 )], 1.0, ATTN_NORM, 0, pitch );
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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 CZombie::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ZOMBIE_AE_ATTACK_RIGHT:
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{
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// do stuff for this event.
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//ALERT( at_console, "Slash right!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
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}
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// Play a random attack hit sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
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}
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else // Play a random attack miss sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
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}
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break;
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case ZOMBIE_AE_ATTACK_LEFT:
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{
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// do stuff for this event.
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//ALERT( at_console, "Slash left!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = 18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
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}
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break;
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case ZOMBIE_AE_ATTACK_BOTH:
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{
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackHitSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackHitSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, pAttackMissSounds[RANDOM_LONG( 0, ARRAYSIZE( pAttackMissSounds ) - 1 )], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CZombie::Spawn()
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{
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Precache();
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if( FClassnameIs( pev, "monster_zombie_barney" ) )
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SET_MODEL( ENT( pev ), "models/zombie_barney.mdl" );
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else
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SET_MODEL( ENT( pev ), "models/zombie.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_GREEN;
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pev->health = gSkillData.zombieHealth;
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pev->view_ofs = VEC_VIEW;// position 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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m_afCapability = bits_CAP_DOORS_GROUP;
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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 CZombie::Precache()
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{
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size_t i;
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if( FClassnameIs( pev, "monster_zombie_barney" ) )
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PRECACHE_MODEL( "models/zombie_barney.mdl" );
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else
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PRECACHE_MODEL( "models/zombie.mdl" );
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for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND( pAttackHitSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND( pAttackMissSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
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PRECACHE_SOUND( pAttackSounds[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( pAlertSounds ); i++ )
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PRECACHE_SOUND( pAlertSounds[i] );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( pPainSounds[i] );
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UTIL_PrecacheOther( "monster_headcrab" );
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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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int CZombie::IgnoreConditions( void )
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
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{
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#if 0
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|
|
if( pev->health < 20 )
|
|
|
|
iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
|
|
|
|
else
|
|
|
|
#endif
|
|
|
|
if( m_flNextFlinch >= gpGlobals->time )
|
|
|
|
iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
|
|
|
|
}
|
|
|
|
|
|
|
|
if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
|
|
|
|
{
|
|
|
|
if( m_flNextFlinch < gpGlobals->time )
|
|
|
|
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
|
|
|
|
}
|
|
|
|
|
|
|
|
return iIgnore;
|
|
|
|
}
|