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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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// bullsquid - big, spotty tentacle-mouthed meanie.
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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 "nodes.h"
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#include "effects.h"
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#include "decals.h"
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#include "soundent.h"
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#include "game.h"
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#include "bullsquid.h"
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZBULL_AE_SPIT ( 1 )
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#define ZBULL_AE_BITE ( 2 )
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#define ZBULL_AE_BLINK ( 3 )
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#define ZBULL_AE_TAILWHIP ( 4 )
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#define ZBULL_AE_HOP ( 5 )
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#define ZBULL_AE_THROW ( 6 )
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class CEinarZombieBull : public CBullsquid
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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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int Classify();
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void SetYawSpeed();
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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void IdleSound();
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void PainSound();
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void DeathSound();
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void AlertSound();
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void AttackSound();
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void BiteSound();
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void StartTask( Task_t *pTask );
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int IgnoreConditions();
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void RunAI();
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int IRelationship( CBaseEntity *pTarget );
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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BOOL CheckMeleeAttack1( float flDot, float flDist );
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BOOL CheckMeleeAttack2( float flDot, float flDist );
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
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Schedule_t *GetSchedule();
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Schedule_t *GetScheduleOfType( int Type );
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static const char *pAttackSounds[];
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static const char *pBiteSounds[];
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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 *pDeathSounds[];
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};
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LINK_ENTITY_TO_CLASS( monster_th_zombiebull, CEinarZombieBull )
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const char *CEinarZombieBull::pAttackSounds[] =
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{
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"bull/bu_whip1.wav",
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"bull/bu_whip2.wav",
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"bull/bu_whip3.wav",
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};
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const char *CEinarZombieBull::pBiteSounds[] =
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{
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"bull/bu_gore1.wav",
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"bull/bu_gore2.wav",
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"bull/bu_gore3.wav",
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};
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const char *CEinarZombieBull::pIdleSounds[] =
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{
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"bull/bu_idle1.wav",
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"bull/bu_idle2.wav",
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"bull/bu_idle3.wav",
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};
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const char *CEinarZombieBull::pAlertSounds[] =
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{
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"bull/bu_alert1.wav",
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"bull/bu_alert2.wav",
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"bull/bu_alert3.wav",
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"bull/bu_alert4.wav",
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};
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const char *CEinarZombieBull::pPainSounds[] =
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{
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"bull/bu_pain1.wav",
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"bull/bu_pain2.wav",
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"bull/bu_pain3.wav",
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};
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const char *CEinarZombieBull::pDeathSounds[] =
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{
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"bull/bu_die1.wav",
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"bull/bu_die2.wav",
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"bull/bu_die3.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 CEinarZombieBull::Classify()
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{
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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// IgnoreConditions
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//=========================================================
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int CEinarZombieBull::IgnoreConditions()
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if( gpGlobals->time - m_flLastHurtTime <= 20 )
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{
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// haven't been hurt in 20 seconds, so let the squid care about stink.
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iIgnore = bits_COND_SMELL | bits_COND_SMELL_FOOD;
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}
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return iIgnore;
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}
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//=========================================================
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// IRelationship - overridden for bullsquid so that it can
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// be made to ignore its love of headcrabs for a while.
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//=========================================================
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int CEinarZombieBull::IRelationship( CBaseEntity *pTarget )
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{
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return CBaseMonster::IRelationship( pTarget );
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}
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//=========================================================
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// TakeDamage - overridden for bullsquid so we can keep track
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// of how much time has passed since it was last injured
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//=========================================================
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int CEinarZombieBull::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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float flDist;
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Vector vecApex;
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// if the squid is running, has an enemy, was hurt by the enemy, hasn't been hurt in the last 3 seconds, and isn't too close to the enemy,
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// it will swerve. (whew).
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if( m_hEnemy != 0 && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 )
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{
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flDist = ( pev->origin - m_hEnemy->pev->origin ).Length2D();
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if( flDist > SQUID_SPRINT_DIST )
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{
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flDist = ( pev->origin - m_Route[m_iRouteIndex].vecLocation ).Length2D();// reusing flDist.
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if( FTriangulate( pev->origin, m_Route[m_iRouteIndex].vecLocation, flDist * 0.5, m_hEnemy, &vecApex ) )
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{
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InsertWaypoint( vecApex, bits_MF_TO_DETOUR | bits_MF_DONT_SIMPLIFY );
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}
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}
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}
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m_flLastHurtTime = gpGlobals->time;
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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//=========================================================
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// CheckMeleeAttack1 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the tailwhip attack
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//=========================================================
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BOOL CEinarZombieBull::CheckMeleeAttack1( float flDot, float flDist )
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{
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if( m_hEnemy->pev->health <= gSkillData.bullsquidDmgWhip && flDist <= 110 && flDot >= 0.7 )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// CheckMeleeAttack2 - bullsquid is a big guy, so has a longer
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// melee range than most monsters. This is the bite attack.
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// this attack will not be performed if the tailwhip attack
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// is valid.
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//=========================================================
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BOOL CEinarZombieBull::CheckMeleeAttack2( float flDot, float flDist )
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{
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if( flDist <= 110 && flDot >= 0.7 && !HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
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{
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================
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// IdleSound
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//=========================================================
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void CEinarZombieBull::IdleSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), 1, ATTN_NORM );
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}
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//=========================================================
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// PainSound
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//=========================================================
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void CEinarZombieBull::PainSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1, ATTN_NORM );
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}
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//=========================================================
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// AlertSound
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//=========================================================
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void CEinarZombieBull::AlertSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1, ATTN_NORM );
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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 CEinarZombieBull::SetYawSpeed()
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{
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int ys;
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ys = 95;
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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 CEinarZombieBull::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ZBULL_AE_BITE:
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{
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// SOUND HERE!
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CBaseEntity *pHurt = CheckTraceHullAttack( 110, gSkillData.bullsquidDmgBite, DMG_SLASH );
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if( pHurt )
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{
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//pHurt->pev->punchangle.z = -15;
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//pHurt->pev->punchangle.x = -45;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 50;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 30;
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}
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}
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break;
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case ZBULL_AE_TAILWHIP:
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{
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CBaseEntity *pHurt = CheckTraceHullAttack( 110, gSkillData.bullsquidDmgWhip, DMG_CLUB | DMG_ALWAYSGIB );
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if( pHurt )
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{
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// pHurt->pev->punchangle.z = -20;
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// pHurt->pev->punchangle.x = 20;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 500;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 30;
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}
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}
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break;
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case ZBULL_AE_THROW:
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{
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int iPitch;
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// squid throws its prey IF the prey is a client.
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CBaseEntity *pHurt = CheckTraceHullAttack( 110, 0, 0 );
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if( pHurt )
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{
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// croonchy bite sound
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iPitch = RANDOM_FLOAT( 90, 110 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pBiteSounds ), 1, ATTN_NORM, 0, iPitch );
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//pHurt->pev->punchangle.x = RANDOM_LONG( 0, 34 ) - 5;
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//pHurt->pev->punchangle.z = RANDOM_LONG( 0, 49 ) - 25;
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//pHurt->pev->punchangle.y = RANDOM_LONG( 0, 89 ) - 45;
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// screeshake transforms the viewmodel as well as the viewangle. No problems with seeing the ends of the viewmodels.
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UTIL_ScreenShake( pHurt->pev->origin, 25.0, 1.5, 0.7, 2 );
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if( pHurt->IsPlayer() )
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{
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UTIL_MakeVectors( pev->angles );
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 500 + gpGlobals->v_up * 30;
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}
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}
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}
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break;
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default:
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CBullsquid::HandleAnimEvent( pEvent );
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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 CEinarZombieBull::Spawn()
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{
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Precache();
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SET_MODEL( ENT( pev ), "models/zombiebull.mdl" );
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UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
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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.bullsquidHealth * 5;
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m_flFieldOfView = 0.2;// 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_fCanThreatDisplay = FALSE;
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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 CEinarZombieBull::Precache()
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{
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PRECACHE_MODEL( "models/zombiebull.mdl" );
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PRECACHE_SOUND( "zombie/claw_miss2.wav" );// because we use the basemonster SWIPE animation event
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PRECACHE_SOUND_ARRAY( pAttackSounds );
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PRECACHE_SOUND_ARRAY( pBiteSounds );
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PRECACHE_SOUND_ARRAY( pIdleSounds );
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PRECACHE_SOUND_ARRAY( pAlertSounds );
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PRECACHE_SOUND_ARRAY( pPainSounds );
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PRECACHE_SOUND_ARRAY( pDeathSounds );
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PRECACHE_SOUND( "bull/bu_paw1.wav" );
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PRECACHE_SOUND( "bull/bu_runstep1.wav" );
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PRECACHE_SOUND( "bull/bu_runstep2.wav" );
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PRECACHE_SOUND( "bull/bu_walkstep1.wav" );
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PRECACHE_SOUND( "bull/bu_walkstep2.wav" );
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}
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//=========================================================
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// DeathSound
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//=========================================================
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void CEinarZombieBull::DeathSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pDeathSounds ), 1, ATTN_NORM );
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}
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//=========================================================
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// AttackSound
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//=========================================================
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void CEinarZombieBull::AttackSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1, ATTN_NORM );
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}
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//=========================================================
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// BiteSound
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//=========================================================
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void CEinarZombieBull::BiteSound()
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{
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pBiteSounds ), 1, ATTN_NORM );
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}
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//========================================================
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// RunAI - overridden for bullsquid because there are things
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// that need to be checked every think.
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//========================================================
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void CEinarZombieBull::RunAI()
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{
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// first, do base class stuff
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CBaseMonster::RunAI();
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if( m_hEnemy != 0 && m_Activity == ACT_RUN )
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{
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// chasing enemy. Sprint for last bit
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if( ( pev->origin - m_hEnemy->pev->origin).Length2D() < SQUID_SPRINT_DIST )
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{
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pev->framerate = 1.25;
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}
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}
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}
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//=========================================================
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// GetSchedule
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//=========================================================
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Schedule_t *CEinarZombieBull::GetSchedule()
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{
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switch( m_MonsterState )
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{
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case MONSTERSTATE_ALERT:
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return CBaseMonster::GetSchedule();
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case MONSTERSTATE_COMBAT:
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{
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// dead enemy
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if( HasConditions( bits_COND_ENEMY_DEAD ) )
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{
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// call base class, all code to handle dead enemies is centralized there.
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return CBaseMonster::GetSchedule();
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}
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if( HasConditions( bits_COND_NEW_ENEMY ) )
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{
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return GetScheduleOfType( SCHED_WAKE_ANGRY );
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}
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if( HasConditions( bits_COND_CAN_MELEE_ATTACK1 ) )
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{
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return GetScheduleOfType( SCHED_MELEE_ATTACK1 );
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}
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if( HasConditions( bits_COND_CAN_MELEE_ATTACK2 ) )
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{
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return GetScheduleOfType( SCHED_MELEE_ATTACK2 );
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}
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return GetScheduleOfType( SCHED_CHASE_ENEMY );
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}
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default:
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break;
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}
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return CBaseMonster::GetSchedule();
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}
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//=========================================================
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// GetScheduleOfType
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//=========================================================
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Schedule_t *CEinarZombieBull::GetScheduleOfType( int Type )
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{
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switch( Type )
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{
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case SCHED_RANGE_ATTACK1:
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case SCHED_SQUID_SNIFF_AND_EAT:
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return CBaseMonster::GetScheduleOfType( Type );
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break;
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}
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return CBullsquid::GetScheduleOfType( Type );
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}
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|
|
//=========================================================
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|
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// Start task - selects the correct activity and performs
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|
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// any necessary calculations to start the next task on the
|
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|
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// schedule. OVERRIDDEN for bullsquid because it needs to
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// know explicitly when the last attempt to chase the enemy
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|
// failed, since that impacts its attack choices.
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|
//=========================================================
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|
|
void CEinarZombieBull::StartTask( Task_t *pTask )
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|
|
{
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|
m_iTaskStatus = TASKSTATUS_RUNNING;
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|
|
switch( pTask->iTask )
|
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|
|
{
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|
|
case TASK_MELEE_ATTACK2:
|
|
|
|
{
|
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|
|
AttackSound();
|
|
|
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|
|
CBaseMonster::StartTask( pTask );
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|
|
break;
|
|
|
|
}
|
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|
|
default:
|
|
|
|
{
|
|
|
|
CBullsquid::StartTask( pTask );
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|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|