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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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// Zombie Grunt
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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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#include "zombie.h"
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class CZGrunt : 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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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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZGRUNT_AE_ATTACK_RIGHT 0x01
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#define ZGRUNT_AE_ATTACK_LEFT 0x02
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#define ZGRUNT_AE_ATTACK_BOTH 0x03
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LINK_ENTITY_TO_CLASS(monster_zombie_soldier, CZGrunt);
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const char *CZGrunt::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 *CZGrunt::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 *CZGrunt::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 *CZGrunt::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 *CZGrunt::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 *CZGrunt::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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// Spawn
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//=========================================================
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void CZGrunt::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/zombie_soldier.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.zgruntHealth;
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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 CZGrunt::Precache()
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{
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int i;
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PRECACHE_MODEL("models/zombie_soldier.mdl");
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for (i = 0; i < ARRAYSIZE(pAttackHitSounds); i++)
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PRECACHE_SOUND((char *)pAttackHitSounds[i]);
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for (i = 0; i < ARRAYSIZE(pAttackMissSounds); i++)
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PRECACHE_SOUND((char *)pAttackMissSounds[i]);
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for (i = 0; i < ARRAYSIZE(pAttackSounds); i++)
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PRECACHE_SOUND((char *)pAttackSounds[i]);
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for (i = 0; i < ARRAYSIZE(pIdleSounds); i++)
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PRECACHE_SOUND((char *)pIdleSounds[i]);
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for (i = 0; i < ARRAYSIZE(pAlertSounds); i++)
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PRECACHE_SOUND((char *)pAlertSounds[i]);
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for (i = 0; i < ARRAYSIZE(pPainSounds); i++)
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PRECACHE_SOUND((char *)pPainSounds[i]);
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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 CZGrunt::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case ZGRUNT_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.zgruntDmgOneSlash, 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 ZGRUNT_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.zgruntDmgOneSlash, 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 ZGRUNT_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.zgruntDmgBothSlash, 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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CZombie::HandleAnimEvent(pEvent);
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break;
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}
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}
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//=========================================================
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// DEAD ZGRUNT PROP
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//=========================================================
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class CDeadZGrunt : 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_ALIEN_MONSTER; }
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void KeyValue(KeyValueData *pkvd);
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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[2];
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};
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const char *CDeadZGrunt::m_szPoses[] = { "dead_on_back", "dead_on_stomach" };
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void CDeadZGrunt::KeyValue(KeyValueData *pkvd)
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{
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if (FStrEq(pkvd->szKeyName, "pose"))
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{
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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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LINK_ENTITY_TO_CLASS(monster_zombie_soldier_dead, CDeadZGrunt);
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//=========================================================
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// ********** DeadZGrunt SPAWN **********
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//=========================================================
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void CDeadZGrunt::Spawn(void)
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{
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PRECACHE_MODEL("models/zombie_soldier.mdl");
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SET_MODEL(ENT(pev), "models/zombie_soldier.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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pev->body = 1;
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m_bloodColor = BLOOD_COLOR_GREEN;
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pev->sequence = LookupSequence(m_szPoses[m_iPose]);
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if (pev->sequence == -1)
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{
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ALERT(at_console, "Dead zombie soldier with bad pose\n");
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pev->sequence = 0;
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pev->effects = EF_BRIGHTFIELD;
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}
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// Corpses have less health
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pev->health = 8;
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MonsterInitDead();
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}
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