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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 "agrunt.h"
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#define FRANKLIN_MELEE_DIST 100
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int iFranklinMuzzleFlash;
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define CF_AE_KICK ( 3 )
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#define CF_AE_SHOOT1 ( 4 )
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#define CF_AE_SHOOT2 ( 5 )
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#define CF_AE_SHOOT3 ( 6 )
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#define CF_AE_DROP_GUN ( 11 )
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class CEinarCyberFranklin : public CAGrunt
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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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void AlertSound();
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void DeathSound();
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void PainSound();
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void AttackSound();
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void IdleSound() {}
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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static const char *pAttackSounds[];
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static const char *pDieSounds[];
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static const char *pPainSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_th_cyberfranklin, CEinarCyberFranklin )
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const char *CEinarCyberFranklin::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 *CEinarCyberFranklin::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 *CEinarCyberFranklin::pAttackSounds[] =
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{
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"franklin/attack1.wav",
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};
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const char *CEinarCyberFranklin::pDieSounds[] =
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{
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"franklin/death1.wav",
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"franklin/death2.wav",
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"franklin/death3.wav",
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};
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const char *CEinarCyberFranklin::pPainSounds[] =
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{
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"franklin/pain1.wav",
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"franklin/pain2.wav",
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};
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const char *CEinarCyberFranklin::pAlertSounds[] =
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{
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"franklin/alert1.wav",
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};
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//=========================================================
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// DieSound
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//=========================================================
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void CEinarCyberFranklin::DeathSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDieSounds ), 1.0, ATTN_NORM );
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CEinarCyberFranklin::AlertSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM );
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CEinarCyberFranklin::AttackSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM );
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CEinarCyberFranklin::PainSound()
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{
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if( m_flNextPainTime > gpGlobals->time )
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return;
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m_flNextPainTime = gpGlobals->time + 2.0f;
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM );
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CEinarCyberFranklin::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case CF_AE_SHOOT1:
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case CF_AE_SHOOT2:
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case CF_AE_SHOOT3:
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{
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// m_vecEnemyLKP should be center of enemy body
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Vector vecArmPos, vecArmDir;
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Vector vecDirToEnemy;
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Vector angDir;
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if( HasConditions( bits_COND_SEE_ENEMY ) )
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{
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vecDirToEnemy = ( ( m_vecEnemyLKP ) - pev->origin );
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angDir = UTIL_VecToAngles( vecDirToEnemy );
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vecDirToEnemy = vecDirToEnemy.Normalize();
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}
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else
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{
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angDir = pev->angles;
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UTIL_MakeAimVectors( angDir );
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vecDirToEnemy = gpGlobals->v_forward;
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}
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pev->effects = EF_MUZZLEFLASH;
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// make angles +-180
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if( angDir.x > 180 )
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{
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angDir.x = angDir.x - 360;
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}
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SetBlending( 0, angDir.x );
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GetAttachment( 0, vecArmPos, vecArmDir );
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vecArmPos = vecArmPos + vecDirToEnemy * 32;
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MESSAGE_BEGIN( MSG_PVS, SVC_TEMPENTITY, vecArmPos );
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WRITE_BYTE( TE_SPRITE );
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WRITE_COORD( vecArmPos.x ); // pos
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WRITE_COORD( vecArmPos.y );
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WRITE_COORD( vecArmPos.z );
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WRITE_SHORT( iFranklinMuzzleFlash ); // model
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WRITE_BYTE( 6 ); // size * 10
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WRITE_BYTE( 128 ); // brightness
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MESSAGE_END();
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CBaseEntity *pHornet = CBaseEntity::Create( "hornet", vecArmPos, UTIL_VecToAngles( vecDirToEnemy ), edict() );
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UTIL_MakeVectors ( pHornet->pev->angles );
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pHornet->pev->velocity = gpGlobals->v_forward * 300;
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switch( RANDOM_LONG( 0, 2 ) )
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{
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case 0:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire1.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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case 1:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire2.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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case 2:
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, "agrunt/ag_fire3.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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}
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CBaseMonster *pHornetMonster = pHornet->MyMonsterPointer();
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if( pHornetMonster )
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{
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pHornetMonster->m_hEnemy = m_hEnemy;
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}
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}
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break;
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case CF_AE_KICK:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack( FRANKLIN_MELEE_DIST, gSkillData.agruntDmgPunch, DMG_CLUB );
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if( pHurt )
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{
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pHurt->pev->punchangle.y = RANDOM_LONG( -5, 5 );
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pHurt->pev->punchangle.x = 8;
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// OK to use gpGlobals without calling MakeVectors, cause CheckTraceHullAttack called it above.
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if( pHurt->IsPlayer() )
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{
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// this is a player. Knock him around.
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_right * RANDOM_LONG( -50, 50 );
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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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Vector vecArmPos, vecArmAng;
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GetAttachment( 0, vecArmPos, vecArmAng );
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SpawnBlood( vecArmPos, pHurt->BloodColor(), 25 );// a little surface blood.
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}
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else
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{
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// 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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}
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}
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break;
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case CF_AE_DROP_GUN:
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break;
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default:
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CSquadMonster::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 CEinarCyberFranklin::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/franklin2.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.agruntHealth * 6;
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m_flFieldOfView = -1.0;// 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 = 0;
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SetBits( m_afCapability, bits_CAP_SQUAD | bits_CAP_TURN_HEAD );
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m_HackedGunPos = Vector( 24, 64, 48 );
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// m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 );
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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 CEinarCyberFranklin::Precache()
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{
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PRECACHE_MODEL( "models/franklin2.mdl" );
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PRECACHE_SOUND_ARRAY( pAttackHitSounds );
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PRECACHE_SOUND_ARRAY( pAttackMissSounds );
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PRECACHE_SOUND_ARRAY( pDieSounds );
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PRECACHE_SOUND_ARRAY( pPainSounds );
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PRECACHE_SOUND_ARRAY( pAttackSounds );
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PRECACHE_SOUND_ARRAY( pAlertSounds );
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PRECACHE_SOUND( "player/pl_tile1.wav" );
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PRECACHE_SOUND( "franklin/franklin_step.wav" );
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PRECACHE_SOUND( "hassault/hw_shoot1.wav" );
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iFranklinMuzzleFlash = PRECACHE_MODEL( "sprites/muz4.spr" );
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UTIL_PrecacheOther( "hornet" );
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}
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