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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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#include "zombie.h"
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class CZombie4 : public CZombie
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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 HandleAnimEvent( MonsterEvent_t *pEvent );
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_zombie4, CZombie4 );
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const char *CZombie4::pAttackHitSounds[] =
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{
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"zombie4/claw_strike1.wav",
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"zombie4/claw_strike2.wav",
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"zombie4/claw_strike3.wav",
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};
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const char *CZombie4::pAttackMissSounds[] =
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{
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"zombie4/claw_miss1.wav",
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"zombie4/claw_miss2.wav",
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};
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const char *CZombie4::pAttackSounds[] =
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{
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"zombie4/zo_attack1.wav",
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"zombie4/zo_attack2.wav",
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};
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const char *CZombie4::pIdleSounds[] =
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{
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"zombie4/zo_idle1.wav",
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"zombie4/zo_idle2.wav",
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"zombie4/zo_idle3.wav",
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"zombie4/zo_idle4.wav",
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};
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const char *CZombie4::pAlertSounds[] =
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{
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"zombie4/zo_alert10.wav",
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"zombie4/zo_alert20.wav",
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"zombie4/zo_alert30.wav",
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};
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const char *CZombie4::pPainSounds[] =
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{
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"zombie4/zo_pain1.wav",
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"zombie4/zo_pain2.wav",
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};
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void CZombie4 :: 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 CZombie4 :: 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 CZombie4 :: 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, 100 + RANDOM_LONG(-5,5) );
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}
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void CZombie4 :: AttackSound( void )
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{
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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, 100 + RANDOM_LONG(-5,5) );
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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 CZombie4 :: 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 CZombie4 :: Spawn()
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{
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Precache( );
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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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SET_MODEL(ENT(pev), "models/zombie4.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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if (pev->health == 0)
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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 CZombie4 :: Precache()
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{
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int i;
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if (pev->model)
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PRECACHE_MODEL( STRING(pev->model) ); //LRC
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else
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PRECACHE_MODEL("models/zombie4.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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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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