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//========= Copyright <EFBFBD> 1996-2002, Valve LLC, All rights reserved. ============
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//
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// Purpose: New version of the slider bar
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//
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// $NoKeywords: $
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//=============================================================================
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//=========================================================
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// playermonster - for scripted sequence use.
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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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// For holograms, make them not solid so the player can walk through them
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#define SF_MONSTERPLAYER_NOTSOLID 4
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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class CPlayerMonster : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int ISoundMask( void );
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};
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LINK_ENTITY_TO_CLASS( monster_player, CPlayerMonster )
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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 CPlayerMonster::Classify( void )
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{
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return CLASS_PLAYER_ALLY;
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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 CPlayerMonster::SetYawSpeed( void )
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{
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int ys;
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switch( m_Activity )
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{
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case ACT_IDLE:
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default:
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ys = 90;
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}
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pev->yaw_speed = ys;
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CPlayerMonster :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case 0:
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// ISoundMask - player monster can't hear.
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//=========================================================
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int CPlayerMonster::ISoundMask( void )
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{
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return NULL;
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CPlayerMonster::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/player.mdl" );
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UTIL_SetSize( pev, VEC_HULL_MIN, VEC_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->health = 8;
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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MonsterInit();
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if( pev->spawnflags & SF_MONSTERPLAYER_NOTSOLID )
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{
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pev->solid = SOLID_NOT;
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pev->takedamage = DAMAGE_NO;
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}
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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 CPlayerMonster::Precache()
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{
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PRECACHE_MODEL( "models/player.mdl" );
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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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