Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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pBoid->pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + 0.1;
if( m_flAlertTime > gpGlobals->time )
pSquad->m_flAlertTime = gpGlobals->time + 15;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time;
if( m_flFakeBlockedTime > gpGlobals->time )
m_flLastBlockedTime = gpGlobals->time;
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr );
m_flLastBlockedTime = gpGlobals->time;
UTIL_TraceLine( pev->origin + gpGlobals->v_right * 12, pev->origin + gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr );
m_flLastBlockedTime = gpGlobals->time;
UTIL_TraceLine( pev->origin - gpGlobals->v_right * 12, pev->origin - gpGlobals->v_right * 12 + gpGlobals->v_forward * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr );
m_flLastBlockedTime = gpGlobals->time;
if( !fBlocked && gpGlobals->time - m_flLastBlockedTime > 6 )
m_flFakeBlockedTime = gpGlobals->time + RANDOM_LONG( 1, 3 );
pev->nextthink = gpGlobals->time + 0.1;
pev->velocity = gpGlobals->v_forward * pev->speed;
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr );
UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr );
pev->velocity = gpGlobals->v_forward * pev->speed;
UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_up * 16, ignore_monsters, ENT( pev ), &tr );
if( m_flFlockNextSoundTime < gpGlobals->time )
m_flFlockNextSoundTime = gpGlobals->time + RANDOM_FLOAT( 1, 3 );
pev->nextthink = gpGlobals->time + 0.1;
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr );
UTIL_TraceLine( pev->origin, pev->origin - gpGlobals->v_right * AFLOCK_CHECK_DIST, ignore_monsters, ENT( pev ), &tr );
m_vecAdjustedVelocity = gpGlobals->v_right;
m_vecAdjustedVelocity = gpGlobals->v_right * -1;
if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) )
pev->dmgtime = gpGlobals->time;
m_flNextWordTime = m_flNextSpeakTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 );
if( m_flNextSpeakTime > gpGlobals->time )
m_flNextSpeakTime = gpGlobals->time + 3;
if( m_flNextWordTime < gpGlobals->time )
m_flNextWordTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 1 );
if( m_flNextPainTime > gpGlobals->time )
m_flNextPainTime = gpGlobals->time + 0.6;
vecDirToEnemy = gpGlobals->v_forward;
pHornet->pev->velocity = gpGlobals->v_forward * 300;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 250;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * -250;
m_flNextSpeakTime = m_flNextWordTime = gpGlobals->time + 10 + RANDOM_LONG( 0, 10 );
if( gpGlobals->time < m_flNextHornetAttackCheck )
//UTIL_TraceLine( vecArmPos, vecArmPos + gpGlobals->v_forward * 256, ignore_monsters, ENT( pev ), &tr );
m_flNextHornetAttackCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );
m_flNextHornetAttackCheck = gpGlobals->time + 0.2;// don't check for half second if this check wasn't successful
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 50, bits_MF_TO_LOCATION, NULL ) )
UTIL_TraceLine( Center() + gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
MakeIdealYaw( pev->origin + gpGlobals->v_right * 128 );
UTIL_TraceLine( Center() - gpGlobals->v_forward * 128, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
MakeIdealYaw( pev->origin - gpGlobals->v_right * 128 );
UTIL_TraceLine( Center() + gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
MakeIdealYaw( pev->origin + gpGlobals->v_right * 256 );
UTIL_TraceLine( Center() - gpGlobals->v_forward * 256, m_vecEnemyLKP, ignore_monsters, ENT( pev ), &tr );
MakeIdealYaw( pev->origin - gpGlobals->v_right * 256 );
if ( gpGlobals->time >= m_flWaitFinished )
if ( gpGlobals->time >= m_flWaitFinished )
if ( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flWaitFinished = gpGlobals->time + pTask->flData;
m_flWaitFinished = gpGlobals->time + RANDOM_FLOAT( 0.1, pTask->flData );
m_flMoveWaitFinished = gpGlobals->time;
if ( BuildRoute ( m_vecEnemyLKP - gpGlobals->v_forward * 64, bits_MF_TO_LOCATION, NULL ) )
vec2RightSide = gpGlobals->v_right.Make2D().Normalize();
pOther->pev->air_finished = gpGlobals->time + 12;
pev->nextthink = gpGlobals->time + 30;
flInterval = gpGlobals->time - pev->animtime;
pev->animtime = gpGlobals->time;
pev->animtime = gpGlobals->time;
pev->animtime = gpGlobals->time;
m_flLastEventCheck = gpGlobals->time;
PRECACHE_SOUND( (char *)( gpGlobals->pStringBase + ALLOC_STRING( pevent[i].options ) ) );
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
m_flNextRocket = gpGlobals->time + 4.0;
m_flNextRocket = gpGlobals->time + 15.0;
pev->nextthink = gpGlobals->time + 0.1;
if( m_flNextRocket > gpGlobals->time )
pev->nextthink = gpGlobals->time + 0.2;
pWreckage->pev->dmgtime = gpGlobals->time + 5;
pev->nextthink = gpGlobals->time + 0.1;
m_flNextRocket = gpGlobals->time;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
m_vecGoal = gpGlobals->v_forward;
if( m_flLastSeen < gpGlobals->time - 5 )
m_flPrevSeen = gpGlobals->time;
m_flLastSeen = gpGlobals->time;
m_vecGoal = gpGlobals->v_forward;
if( m_flLastSeen + 90 > gpGlobals->time && DotProduct( ( m_posTarget - pev->origin ).Normalize(), ( m_posDesired - pev->origin ).Normalize() ) > 0.25 )
// ALERT( at_console, "%.0f %.0f %.0f\n", gpGlobals->time, m_flLastSeen, m_flPrevSeen );
if( ( m_flLastSeen + 1 > gpGlobals->time ) && ( m_flPrevSeen + 2 < gpGlobals->time ) )
m_flNextRocket = gpGlobals->time + 10.0;
Vector vecEst = ( gpGlobals->v_forward * 800 + pev->velocity ).Normalize();
// ALERT( at_console, "%d %d %d %4.2f\n", pev->angles.x < 0, DotProduct( pev->velocity, gpGlobals->v_forward ) > -100, m_flNextRocket < gpGlobals->time, DotProduct( m_vecTarget, vecEst ) );
m_flNextRocket = gpGlobals->time + 0.5;
m_flNextRocket = gpGlobals->time + 10;
else if( pev->angles.x < 0 && DotProduct( pev->velocity, gpGlobals->v_forward ) > -100 && m_flNextRocket < gpGlobals->time )
if( m_flLastSeen + 60 > gpGlobals->time )
// Vector vecEst1 = pev->origin + pev->velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 );
// float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right );
float flSide = DotProduct( m_vecDesired, gpGlobals->v_right );
Vector vecEst = pev->origin + pev->velocity * 2.0 + gpGlobals->v_up * m_flForce * 20 - Vector( 0, 0, 384 * 2 );
pev->velocity.x += gpGlobals->v_up.x * m_flForce;
pev->velocity.y += gpGlobals->v_up.y * m_flForce;
pev->velocity.z += gpGlobals->v_up.z * m_flForce;
float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0 ), Vector( pev->velocity.x, pev->velocity.y, 0 ) );
float flDist = DotProduct( m_posDesired - vecEst, gpGlobals->v_forward );
// float flSlip = DotProduct( pev->velocity, gpGlobals->v_right );
float flSlip = -DotProduct( m_posDesired - vecEst, gpGlobals->v_right );
pev->velocity.x = pev->velocity.x * ( 1.0 - fabs( gpGlobals->v_right.x ) * 0.05 );
pev->velocity.y = pev->velocity.y * ( 1.0 - fabs( gpGlobals->v_right.y ) * 0.05 );
pev->velocity.z = pev->velocity.z * ( 1.0 - fabs( gpGlobals->v_right.z ) * 0.05 );
Vector vecSrc = pev->origin + 1.5 * ( gpGlobals->v_forward * 21 + gpGlobals->v_right * 70 * side + gpGlobals->v_up * -79 );
vecSrc = vecSrc + gpGlobals->v_right * 10;
vecSrc = vecSrc - gpGlobals->v_right * 10;
vecSrc = vecSrc + gpGlobals->v_up * 10;
vecSrc = vecSrc - gpGlobals->v_up * 10;
pRocket->pev->velocity = pev->velocity + gpGlobals->v_forward * 100;
vecOut.x = DotProduct( gpGlobals->v_forward, vecTarget );
vecOut.y = -DotProduct( gpGlobals->v_right, vecTarget );
vecOut.z = DotProduct( gpGlobals->v_up, vecTarget );
if( flNext < gpGlobals->time )
flNext = gpGlobals->time + 0.5;
m_vecForward = gpGlobals->v_forward;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 0.1;
m_flKillVictimTime = gpGlobals->time + 10;// now that the victim is in place, the killing bite will be administered in 10 seconds.
if( m_flKillVictimTime != -1 && gpGlobals->time > m_flKillVictimTime )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1, 1.5 ); // Stagger a bit to keep barnacles from thinking on the same frame
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time > m_checkAttackTime )
m_checkAttackTime = gpGlobals->time + 1;
m_checkAttackTime = gpGlobals->time + 1.5;
if( gpGlobals->time < m_painTime )
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
if( m_crabTime < gpGlobals->time && m_crabCount < BIG_MAXCHILDREN )
pev->velocity = gpGlobals->v_forward * 200 + gpGlobals->v_up * 500;
if( pev->dmgtime != gpGlobals->time || ( RANDOM_LONG( 0, 10 ) < 1 ) )
pev->dmgtime = gpGlobals->time;
else if( gpGlobals->time > m_painSoundTime )
m_painSoundTime = gpGlobals->time + RANDOM_LONG( 1, 3 );
m_crabTime = gpGlobals->time + RANDOM_FLOAT( 5, 10 );
m_crabTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 2.5 );
m_mortarTime = gpGlobals->time + RANDOM_FLOAT( 2, 15 );
if( flDist <= BIG_MORTARDIST && m_mortarTime < gpGlobals->time )
if( m_nodeTime < gpGlobals->time )
m_nodeTime = gpGlobals->time + pTask->flData;
m_flWait = gpGlobals->time + GetNodeDelay();
if( gpGlobals->time > m_flWaitFinished )
pev->dmgtime = gpGlobals->time + 0.4;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time > pev->dmgtime )
pev->dmgtime = gpGlobals->time + 0.2;
pSpit->pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
m_time = gpGlobals->time; // Save time to calculate dt
m_time = gpGlobals->time;
dt = gpGlobals->time - m_time; // How much time has passed?
m_time = gpGlobals->time; // Remember the last time called
pev->nextthink = gpGlobals->time + 0.1;
pSpit->pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time;
if( gpGlobals->time - m_flLastHurtTime <= 20 )
if( gpGlobals->time - m_flLastHurtTime < 5 && FClassnameIs( pTarget->pev, "monster_headcrab" ) )
if( m_hEnemy != NULL && IsMoving() && pevAttacker == m_hEnemy->pev && gpGlobals->time - m_flLastHurtTime > 3 )
m_flLastHurtTime = gpGlobals->time;
if( flDist > 64 && flDist <= 784 && flDot >= 0.5 && gpGlobals->time >= m_flNextSpitTime )
m_flNextSpitTime = gpGlobals->time + 5;
m_flNextSpitTime = gpGlobals->time + 0.5;
vecSpitOffset = ( gpGlobals->v_right * 8 + gpGlobals->v_forward * 37 + gpGlobals->v_up * 23 );
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_forward * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 200;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_up * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 300 + gpGlobals->v_up * 300;
m_flNextSpitTime = gpGlobals->time;
gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, (GLOBALESTATE)m_initialstate );
gGlobalState.EntityAdd( m_globalstate, gpGlobals->mapname, newState );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.5;// no hurry, make sure everything else spawns
pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, 1.5 );// spark again at random interval
pev->nextthink = gpGlobals->time + 0.5;// no hurry.
pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, 1.5 );
pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, m_flDelay );
pev->nextthink = gpGlobals->time + 0.1 + RANDOM_FLOAT( 0, m_flDelay );
else if( !FStrEq( STRING( gpGlobals->mapname ), pGlobal->levelName ) )
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
pEntity->pev->ltime = gpGlobals->time;
gGlobalState.EntityUpdate( pEntity->pev->globalname, gpGlobals->mapname );
else if( !FStrEq( STRING( gpGlobals->mapname ), pGlobal->levelName ) )
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
if( gpGlobals->coop || gpGlobals->deathmatch )
if( pl->m_fNextSuicideTime > gpGlobals->time )
pl->m_fNextSuicideTime = gpGlobals->time + 1; // don't let them suicide for 5 seconds after suiciding
if( player->m_flNextChatTime > gpGlobals->time )
player->m_flNextChatTime = gpGlobals->time + CHAT_INTERVAL;
pev->origin + pev->view_ofs + gpGlobals->v_forward * 1000,
//ALERT( at_console, "PreThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
//ALERT( at_console, "PostThink( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
//ALERT( at_console, "SV_Physics( %g, frametime %g )\n", gpGlobals->time, gpGlobals->frametime );
gpGlobals->teamplay = teamplay.value;
if( owner >= 1 && owner <= gpGlobals->maxClients )
pev->animtime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
flDot = DotProduct( gpGlobals->v_forward, g_vecAttackDir * -1 );
UTIL_TraceHull( vecSrc, vecSrc + gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr );
UTIL_TraceHull( vecSrc, vecSrc - gpGlobals->v_forward * 64, dont_ignore_monsters, head_hull, edict(), &tr );
flDot = DotProduct( gpGlobals->v_forward, g_vecAttackDir * -1 );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + m_lifeTime;
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 10;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 4;
Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist );
flDot = DotProduct( vec2LOS, gpGlobals->v_forward.Make2D() );
flDot = DotProduct( vec2LOS, gpGlobals->v_forward.Make2D() );
Vector vecRight = gpGlobals->v_right;
Vector vecUp = gpGlobals->v_up;
vecTracerSrc = vecSrc + Vector( 0, 0, -4 ) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16;
Vector vecRight = gpGlobals->v_right;
Vector vecUp = gpGlobals->v_up;
m_iBallTime[0] = gpGlobals->time + 4.0;
m_iBallTime[1] = gpGlobals->time + 4.0;
m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
m_flShootTime = gpGlobals->time;
m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
m_iBallTime[0] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
m_iBallTime[1] = gpGlobals->time + atoi( pEvent->options ) / 15.0;
float x = DotProduct( gpGlobals->v_forward, m_velocity );
float y = DotProduct( gpGlobals->v_right, m_velocity );
float z = DotProduct( gpGlobals->v_up, m_velocity );
if( m_flShootEnd > gpGlobals->time )
while( m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time )
Vector vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time );
vecSrc = vecSrc + vecDir * ( gpGlobals->time - m_flShootTime );
float t = m_iBallTime[i] - gpGlobals->time;
if( m_flMoveWaitFinished > gpGlobals->time )
pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent );
if( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && (gpGlobals->time-m_flMoveWaitFinished) > 3.0 )
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime;
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime * 0.5;
if( pTarget && pTarget->edict() == gpGlobals->trace_ent )
pev->nextthink = gpGlobals->time + 0.1;
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time - pev->dmgtime > 5 || pev->renderamt < 64 || m_hEnemy == NULL || m_hOwner == NULL || pev->origin.x < -4096 || pev->origin.x > 4096 || pev->origin.y < -4096 || pev->origin.y > 4096 || pev->origin.z < -4096 || pev->origin.z > 4096 )
m_flNextAttack = gpGlobals->time + 3.0;
pev->nextthink = gpGlobals->time + 0.3;
pev->dmgtime = gpGlobals->time; // keep track of when ball spawned
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time - pev->dmgtime > 5 || pev->velocity.Length() < 10 )
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time;// this will get changed below if the bolt is allowed to stick in what it hit.
pev->nextthink = gpGlobals->time + 10.0;
pev->nextthink = gpGlobals->time + 10.0;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition() - gpGlobals->v_up * 2;
Vector vecDir = gpGlobals->v_forward;
pev->nextthink = gpGlobals->time + 0.1;
Vector vecEnd = vecSrc + gpGlobals->v_forward * 32;
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar, gpGlobals->v_forward, &tr, DMG_CLUB );
pEntity->TraceAttack( m_pPlayer->pev, gSkillData.plrDmgCrowbar / 2, gpGlobals->v_forward, &tr, DMG_CLUB );
int fplaysound = ( pls->sLockedSound && gpGlobals->time > pls->flwaitSound );
int fplaysentence = ( pls->sLockedSentence && !pls->bEOFLocked && gpGlobals->time > pls->flwaitSentence );
pls->flwaitSound = gpGlobals->time + flsoundwait;
pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
int fplaysound = ( pls->sUnlockedSound && gpGlobals->time > pls->flwaitSound );
int fplaysentence = ( pls->sUnlockedSentence && !pls->bEOFUnlocked && gpGlobals->time > pls->flwaitSentence );
pls->flwaitSound = gpGlobals->time + flsoundwait;
pls->flwaitSentence = gpGlobals->time + DOOR_SENTENCEWAIT;
Vector vnext = ( pevActivator->origin + ( gpGlobals->v_forward * 10 ) ) - pev->origin;
pev->nextthink = gpGlobals->time + 2.0;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 2.5 - ( 0.1 * m_frequency );
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time;
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + m_life + RANDOM_FLOAT( 0, m_restrike );
pev->nextthink = gpGlobals->time + m_life + m_restrike;
pHit->TraceAttack( pev, pev->dmg * ( gpGlobals->time - pev->dmgtime ), ( ptr->vecEndPos - pev->origin ).Normalize(), ptr, DMG_ENERGYBEAM );
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
m_lastTime = gpGlobals->time;
Animate( pev->framerate * ( gpGlobals->time - m_lastTime ) );
pev->nextthink = gpGlobals->time + 0.1;
m_lastTime = gpGlobals->time;
Animate( pev->framerate * ( gpGlobals->time - m_lastTime ) );
pev->nextthink = gpGlobals->time + 0.1;
m_lastTime = gpGlobals->time;
if( gpGlobals->time > pev->dmgtime )
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time;
m_lastTime = gpGlobals->time;
float frametime = gpGlobals->time - m_lastTime;
pev->nextthink = gpGlobals->time + 0.1;
m_lastTime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
m_lastTime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + m_flDelay;
vecShootDir = vecShootDir + gpGlobals->v_right * RANDOM_FLOAT( -1, 1 ) * m_flVariance;;
vecShootDir = vecShootDir + gpGlobals->v_forward * RANDOM_FLOAT( -1, 1 ) * m_flVariance;;
vecShootDir = vecShootDir + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 ) * m_flVariance;;
float thinkTime = pGib->pev->nextthink - gpGlobals->time;
pGib->pev->nextthink = gpGlobals->time + pGib->m_lifeTime;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time;
float t = gpGlobals->time - m_flStartTime;
m_flBeamTime[m_iBeam] = gpGlobals->time;
t = ( gpGlobals->time - m_flBeamTime[i] ) / ( 3 + m_flStartTime - m_flBeamTime[i] );
pev->nextthink = gpGlobals->time + 0.1;
m_flStartTime = gpGlobals->time;
// pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
m_flStartTime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
//pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time;
pev->dmgtime = gpGlobals->time + ( m_maxFrame / framerate );
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + time;
pev->dmgtime = gpGlobals->time - 1;
Vector vecAiming = gpGlobals->v_forward;
m_flAmmoUseTime = gpGlobals->time;// start using ammo ASAP.
pev->dmgtime = gpGlobals->time + GetPulseInterval();
Vector tmpSrc = vecOrigSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
if( pev->dmgtime < gpGlobals->time )
if( gpGlobals->time >= m_flAmmoUseTime )
m_flAmmoUseTime = gpGlobals->time + 0.1;
if( gpGlobals->time >= m_flAmmoUseTime )
m_flAmmoUseTime = gpGlobals->time + 0.166;
pev->dmgtime = gpGlobals->time + GetPulseInterval();
timedist = ( pev->dmgtime - gpGlobals->time ) / GetPulseInterval();
if( pev->dmgtime < gpGlobals->time )
if( gpGlobals->time >= m_flAmmoUseTime )
m_flAmmoUseTime = gpGlobals->time + 0.2;
if( gpGlobals->time >= m_flAmmoUseTime )
m_flAmmoUseTime = gpGlobals->time + 0.1;
pev->dmgtime = gpGlobals->time + GetDischargeInterval();
if( m_shakeTime < gpGlobals->time )
m_shakeTime = gpGlobals->time + 1.5;
timedist = ( pev->dmgtime - gpGlobals->time ) / GetDischargeInterval();
m_pBeam->SetColor( 30 + ( 25 * timeBlend ), 30 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time * 10 ) ) );
m_pBeam->SetColor( 60 + ( 25 * timeBlend ), 120 + ( 30 * timeBlend ), 64 + 80 * fabs( sin( gpGlobals->time *10 ) ) );
m_pSprite->pev->frame += 8 * gpGlobals->frametime;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.3;
if( pTarget && pTarget->edict() == gpGlobals->trace_ent )
pev->angles.z = UTIL_Approach( target, pev->angles.z, 220.0 * gpGlobals->frametime );
if( flWaypointDist <= 64 + ( m_flGroundSpeed * gpGlobals->frametime ) )
if( gpGlobals->time - m_stopTime > 1.0 )
m_flightSpeed = UTIL_Approach( 100, m_flightSpeed, 75 * gpGlobals->frametime );
m_stopTime = gpGlobals->time;
m_flightSpeed = UTIL_Approach( 20, m_flightSpeed, 300 * gpGlobals->frametime );
m_stopTime = gpGlobals->time;
g_vecAttackDir = gpGlobals->v_forward;
if( ( gpGlobals->time - m_soundTime ) > 0.7 )
m_soundTime = gpGlobals->time;
inline BOOL CanFire( void ) { return (gpGlobals->time - m_lastSightTime) < m_persist; }
if( gpGlobals->time < m_flNextAttack )
m_fireLast = gpGlobals->time - ( 1 / m_fireRate ) - 0.01; // to make sure the gun doesn't fire too many bullets
m_flNextAttack = gpGlobals->time + ( 1 / m_fireRate );
m_lastSightTime = gpGlobals->time;
m_fireLast = gpGlobals->time;
x * vecSpread.x * gpGlobals->v_right +
y * vecSpread.y * gpGlobals->v_up;
// FireBullets needs gpGlobals->v_up, etc.
int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate;
if( m_pLaser && (gpGlobals->time > m_laserTime) )
// TankTrace needs gpGlobals->v_up, etc.
int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate;
m_laserTime = gpGlobals->time;
m_pLaser->pev->dmgtime = gpGlobals->time - 1.0;
int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate;
int bulletCount = ( gpGlobals->time - m_fireLast ) * m_fireRate;
// TankTrace needs gpGlobals->v_up, etc.
pev->nextthink = gpGlobals->time + 0.3; // After all the func_tank's have spawned
if( !gpGlobals->deathmatch )
if( (int)gpGlobals->deathmatch == 1 )
#define STOMP_FRAMETIME 0.015 // gpGlobals->frametime
pev->nextthink = gpGlobals->time;
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
while( gpGlobals->time - pev->dmgtime > STOMP_INTERVAL )
pSprite->pev->nextthink = gpGlobals->time + 0.3;
Vector vecStart = pev->origin + Vector(0,0,60) + 35 * gpGlobals->v_forward;
Vector vecEnd = ( gpGlobals->v_forward * GARG_FLAME_LENGTH ) + posGun;
Vector vecEnd = vecStart + ( gpGlobals->v_forward * GARG_FLAME_LENGTH ); // - offset[i] * gpGlobals->v_right;
if( trace.flFraction != 1.0 && gpGlobals->time > m_streakTime )
m_streakTime = gpGlobals->time;
m_seeTime = gpGlobals->time + 5;
m_seeTime = gpGlobals->time + 5;
m_flameTime = gpGlobals->time + 2;
if( m_painSoundTime < gpGlobals->time )
m_painSoundTime = gpGlobals->time + RANDOM_FLOAT( 2.5, 4 );
if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 100 ) < 20 ) )
pev->dmgtime = gpGlobals->time;
Vector deathPos = pev->origin + gpGlobals->v_forward * 100;
pSmoker->pev->nextthink = gpGlobals->time + 2.5; // Start in 2.5 seconds
if( gpGlobals->time > m_flameTime )
if( gpGlobals->time > m_seeTime )
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
m_seeTime = gpGlobals->time + 12;
Vector vecEnd = vecStart + ( gpGlobals->v_forward * flDist ) - ( gpGlobals->v_up * flDist * 0.3 );
m_flWaitFinished = gpGlobals->time + pTask->flData;
m_flameTime = gpGlobals->time + 6;
m_flWaitFinished = gpGlobals->time + 1.6;
if( gpGlobals->time > m_flWaitFinished )
pev->nextthink = gpGlobals->time + 0.15;
pGib->pev->nextthink = gpGlobals->time + 1.25;
if( gpGlobals->time > m_flWaitFinished )
// FlameControls( angles.x + 2 * sin( gpGlobals->time * 8 ), angles.y + 28 * sin( gpGlobals->time * 8.5 ) );
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.2 );
pev->nextthink = gpGlobals->time;
float time = gpGlobals->time - pev->dmgtime;
position = position + gpGlobals->v_forward * radius;
direction = ( direction + gpGlobals->v_forward ).Normalize();
pev->nextthink = gpGlobals->time;
pExplosion->pev->nextthink = gpGlobals->time + time;
m_pPlayer->m_flStartCharge = gpGlobals->time;
int pitch = ( gpGlobals->time - m_pPlayer->m_flStartCharge ) * ( 150 / GetFullChargeTime() ) + 100;
if( m_pPlayer->m_flStartCharge < gpGlobals->time - 10 )
Vector vecAiming = gpGlobals->v_forward;
Vector vecSrc = m_pPlayer->GetGunPosition(); // + gpGlobals->v_up * -8 + gpGlobals->v_right * 8;
if( gpGlobals->time - m_pPlayer->m_flStartCharge > GetFullChargeTime() )
flDamage = 200 * ( ( gpGlobals->time - m_pPlayer->m_flStartCharge ) / GetFullChargeTime() );
//ALERT( at_console, "Time:%f Damage:%f\n", gpGlobals->time - m_pPlayer->m_flStartCharge, flDamage );
m_pPlayer->pev->velocity = m_pPlayer->pev->velocity - gpGlobals->v_forward * flDamage * 5;
m_pPlayer->m_flPlayAftershock = gpGlobals->time + UTIL_SharedRandomFloat( m_pPlayer->random_seed, 0.3, 0.8 );
if( m_pPlayer->m_flPlayAftershock && m_pPlayer->m_flPlayAftershock < gpGlobals->time )
pev->nextthink = gpGlobals->time + 0.3;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 1;
pev->nextthink = gpGlobals->time + 0.2;
if( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 100 )
pOther->TraceAttack( pevOwner, 1, gpGlobals->v_forward, &tr, DMG_CLUB );
m_flNextAttack = gpGlobals->time + 1.0; // debounce
pev->nextthink = gpGlobals->time + 0.1;
if( pev->dmgtime - 1 < gpGlobals->time )
CSoundEnt::InsertSound( bits_SOUND_DANGER, pev->origin + pev->velocity * ( pev->dmgtime - gpGlobals->time ), 400, 0.1 );
if( pev->dmgtime <= gpGlobals->time )
pGrenade->pev->nextthink = gpGlobals->time;
pGrenade->pev->dmgtime = gpGlobals->time + time;
pGrenade->pev->nextthink = gpGlobals->time + 0.1;
pGrenade->pev->nextthink = gpGlobals->time;
vecAiming = gpGlobals->v_forward;
if( m_flTalkTime > gpGlobals->time && m_hTalkTarget != NULL )
m_flTalkTime = gpGlobals->time + duration;
vecSpot2 = vecSpot2 + gpGlobals->v_right * ( RANDOM_FLOAT( -8, 8 ) + RANDOM_FLOAT( -16, 16 ) );
vecSpot2 = vecSpot2 + gpGlobals->v_forward * ( RANDOM_FLOAT( -8, 8 ) + RANDOM_FLOAT( -16, 16 ) );
if( m_flSoundTime <= gpGlobals->time )
m_flSoundTime = gpGlobals->time + 0.62;
if( m_flNextCharge >= gpGlobals->time )
m_flSoundTime = 0.56 + gpGlobals->time;
if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) )
m_flNextCharge = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + 0.1;
vecSplatDir = vecSplatDir + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_right) + (RANDOM_FLOAT(-1,1) * 0.6 * gpGlobals->v_forward);// randomize a bit
pev->nextthink = gpGlobals->time;// now!
pev->nextthink = gpGlobals->time + 0.1;
pev->animtime = gpGlobals->time;
m_flLastEventCheck = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
m_lastTime = gpGlobals->time;
Animate( pev->framerate * ( gpGlobals->time - m_lastTime ) );
pev->nextthink = gpGlobals->time + 0.1;
m_lastTime = gpGlobals->time;
m_flNextPrimaryAttack = gpGlobals->time + 0.3;
m_flNextSecondaryAttack = gpGlobals->time + 0.3;
pev->nextthink = gpGlobals->time + 0.1;
m_flStartTime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.2;
if( pev->dmgtime < gpGlobals->time )
else if( RANDOM_FLOAT( 0, pev->dmgtime - m_flStartTime ) > pev->dmgtime - gpGlobals->time )
pev->nextthink = gpGlobals->time + 0.1;
m_flStartThrow = gpGlobals->time;
m_flReleaseThrow = gpGlobals->time;
Vector vecSrc = m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16;
Vector vecThrow = gpGlobals->v_forward * flVel + m_pPlayer->pev->velocity;
float time = m_flStartThrow - gpGlobals->time + 3.0;
if( m_flLastShot + 2 < gpGlobals->time )
m_flLastShot = gpGlobals->time;
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 );
EjectBrass( pev->origin + gpGlobals->v_up * 32 + gpGlobals->v_forward * 12, vecShellVelocity, pev->angles.y, m_iShell, TE_BOUNCE_SHELL );
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 2.0 );
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
m_flNextJump = gpGlobals->time + 3.0;
if( m_flNextJump < gpGlobals->time && ( flDist <= 128 || HasMemory( bits_MEMORY_BADJUMP ) ) && m_hEnemy != NULL )
if( m_flNextGrenadeCheck < gpGlobals->time && !HasConditions( bits_COND_ENEMY_OCCLUDED ) && flDist <= 512 /* && flDot >= 0.5 */ /* && NoFriendlyFire() */ )
if( m_flNextJump > gpGlobals->time )
vecJumpDir = Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_up.z ) * 350;
m_flNextAttack = gpGlobals->time + 2;
if( m_flSoundTime <= gpGlobals->time )
m_flSoundTime = gpGlobals->time + 0.62;
if( m_flNextCharge >= gpGlobals->time )
m_flSoundTime = 0.56 + gpGlobals->time;
if( ( m_iOn == 1 ) && ( m_flSoundTime <= gpGlobals->time ) )
m_flNextCharge = gpGlobals->time + 0.1;
if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 1.5, 2.0 );
MySquadLeader()->m_flLastEnemySightTime = gpGlobals->time;
if( gpGlobals->time - MySquadLeader()->m_flLastEnemySightTime > 5 )
if( gpGlobals->time < m_flNextGrenadeCheck )
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_flNextGrenadeCheck = gpGlobals->time; // 1/3 second.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
m_flNextGrenadeCheck = gpGlobals->time + 0.3; // 1/3 second.
m_flNextGrenadeCheck = gpGlobals->time + 1; // one full second.
Vector vecEnd = vecStart + ( gpGlobals->v_forward * 70 );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 );
Vector vecShellVelocity = gpGlobals->v_right * RANDOM_FLOAT( 40, 90 ) + gpGlobals->v_up * RANDOM_FLOAT( 75, 200 ) + gpGlobals->v_forward * RANDOM_FLOAT( -40, 40 );
// CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 34 + Vector( 0, 0, 32 ), m_vecTossVelocity, 3.5 );
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
m_flNextGrenadeCheck = gpGlobals->time + RANDOM_FLOAT( 2, 5 );// wait a random amount of time before shooting again
m_flNextGrenadeCheck = gpGlobals->time + 6;// wait six seconds before even looking again to see if a grenade can be thrown.
CGrenade::ShootTimed( pev, pev->origin + gpGlobals->v_forward * 17 - gpGlobals->v_right * 27 + gpGlobals->v_up * 6, g_vecZero, 3 );
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * 100 + gpGlobals->v_up * 50;
m_flNextGrenadeCheck = gpGlobals->time + 1;
m_flNextPainTime = gpGlobals->time;
if( gpGlobals->time > m_flNextPainTime )
m_flNextPainTime = gpGlobals->time + 1;
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5;
m_flStopAttack = gpGlobals->time + 3.5;
m_flStopAttack = gpGlobals->time + 5.0;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 4;
if( gpGlobals->time > m_flStopAttack )
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
pev->nextthink = gpGlobals->time + 0.1;// fixed think time
pev->nextthink = gpGlobals->time + 1.0;
m_flStopAttack = gpGlobals->time;
pev->nextthink = gpGlobals->time + 1;// stick around long enough for the sound to finish!
CBaseEntity *pHornet = CBaseEntity::Create( "hornet", m_pPlayer->GetGunPosition( ) + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12, m_pPlayer->pev->v_angle, m_pPlayer->edict() );
pHornet->pev->velocity = gpGlobals->v_forward * 300;
m_flRechargeTime = gpGlobals->time + 0.5;
vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -12;
vecSrc = vecSrc + gpGlobals->v_up * 8;
vecSrc = vecSrc + gpGlobals->v_up * 8;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_up * -8;
vecSrc = vecSrc + gpGlobals->v_right * 8;
vecSrc = vecSrc + gpGlobals->v_up * -8;
vecSrc = vecSrc + gpGlobals->v_up * -8;
vecSrc = vecSrc + gpGlobals->v_right * -8;
vecSrc = vecSrc + gpGlobals->v_right * -8;
vecSrc = vecSrc + gpGlobals->v_up * 8;
vecSrc = vecSrc + gpGlobals->v_right * -8;
pHornet->pev->velocity = gpGlobals->v_forward * 1200;
m_flRechargeTime = gpGlobals->time + 0.5;
while( m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType] < HORNET_MAX_CARRY && m_flRechargeTime < gpGlobals->time )
pev->velocity = gpGlobals->v_forward * -200;
UTIL_TraceHull( pev->origin, pev->origin + gpGlobals->v_forward * -128, dont_ignore_monsters, head_hull, ENT( pev ), &tr );
if( flDot >= 0.7 && m_flEnemyTouched > gpGlobals->time - 0.2 )
m_flEnemyTouched = gpGlobals->time;
if( m_flEnemyTouched < gpGlobals->time - 0.2 && ( m_hEnemy->BodyTarget( pev->origin ) - pev->origin).Length() > ( 32 + 16 + 32 ) )
if( DotProduct( vecShootDir, gpGlobals->v_forward ) > 0.707 )
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 300;
Vector vecSrc = pev->origin + gpGlobals->v_forward * 32;
m_flNextAlert = gpGlobals->time + 0.2;
if( m_flNextAlert < gpGlobals->time )
m_flNextAlert = gpGlobals->time + RANDOM_FLOAT( 3, 5 );
if( m_flBlink < gpGlobals->time )
if( m_flBlink + 0.2 < gpGlobals->time )
m_flBlink = gpGlobals->time + RANDOM_FLOAT( 3, 4 );
Vector vecSrc = pev->origin + gpGlobals->v_right * 2 * side;
Vector vecSrc = pev->origin + gpGlobals->v_forward * 2;
m_flNextAttack = gpGlobals->time + RANDOM_FLOAT( 0.5, 4.0 );
if( m_flNextAttack > gpGlobals->time )
if( m_flNextAttack > gpGlobals->time )
Vector vecSrc = pev->origin + gpGlobals->v_up * 36 + gpGlobals->v_right * side * 16 + gpGlobals->v_forward * 32;
Vector vecAim = gpGlobals->v_right * side * RANDOM_FLOAT( 0, 1 ) + gpGlobals->v_up * RANDOM_FLOAT( -1, 1 );
vecSrc = pev->origin + gpGlobals->v_up * 36;
vecAim = vecAim + side * gpGlobals->v_right * RANDOM_FLOAT( 0, deflection ) + gpGlobals->v_up * RANDOM_FLOAT( -deflection, deflection );
if( gpGlobals->trace_ent && gpGlobals->trace_ent == edict() )
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 1, 5 );
m_waterTime = gpGlobals->time + RANDOM_FLOAT( 5, 7 );
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 3, 6 );
m_stateTime = gpGlobals->time + RANDOM_FLOAT( 18, 25 );
if( gpGlobals->time > m_attackSoundTime )
m_attackSoundTime = gpGlobals->time + 0.5;
vecTest = pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST;
if( m_sideTime < gpGlobals->time )
vecTest = pev->origin + gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
vecTest = pev->origin - gpGlobals->v_right * LEECH_SIZEX * 2 + gpGlobals->v_forward * LEECH_CHECK_DIST;
m_sideTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 1 );
pev->nextthink = gpGlobals->time + 0.1;
m_waterTime = gpGlobals->time + 2; // Recalc again soon, water may be rising
m_pb->PointsInit( pev->origin, pev->origin + gpGlobals->v_forward * LEECH_CHECK_DIST );
m_pt->PointsInit( pev->origin, pev->origin - gpGlobals->v_right * ( pev->avelocity.y * 0.25 ) );
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1, 1.5 );
pev->nextthink = gpGlobals->time + 0.1;
if( m_waterTime < gpGlobals->time )
if( m_stateTime < gpGlobals->time )
if( m_zTime < gpGlobals->time )
m_zTime = gpGlobals->time + RANDOM_FLOAT( 1, 4 );
pev->velocity = gpGlobals->v_forward * pev->speed;
vecTest = pev->origin + ( gpGlobals->v_right * LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST );
vecTest = pev->origin + ( gpGlobals->v_right * -LEECH_SIZEX ) + ( gpGlobals->v_forward * LEECH_CHECK_DIST );
pev->velocity = gpGlobals->v_forward * pev->speed;
sprintf( szVector, "%f", gpGlobals->v_forward.x );
sprintf( szVector, "%f", gpGlobals->v_forward.y );
sprintf( szVector, "%f", gpGlobals->v_forward.z );
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
pev->nextthink = gpGlobals->time + m_flDelay;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + m_flDelay;
m_flHungryTime = gpGlobals->time + flFullDuration;
if( m_flHungryTime > gpGlobals->time )
pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking.
flDot = DotProduct( vec2LOS, gpGlobals->v_forward.Make2D() );
if( pTarget && pTarget->edict() == gpGlobals->trace_ent )
return gpGlobals->time + flTravelTime;
//ALERT( at_aiconsole, "Wating for door %.2f\n", m_flMoveWaitFinished-gpGlobals->time );
if( m_flMoveWaitFinished > gpGlobals->time )
pBlocker = CBaseEntity::Instance( gpGlobals->trace_ent );
if( pBlocker && m_moveWaitTime > 0 && pBlocker->IsMoving() && !pBlocker->IsPlayer() && ( gpGlobals->time-m_flMoveWaitFinished ) > 3.0 )
m_flMoveWaitFinished = gpGlobals->time + m_moveWaitTime;
if( ( gpGlobals->time - m_flMoveWaitFinished ) < 0.2 )
m_flMoveWaitFinished = gpGlobals->time + 0.1;
if( m_flMoveWaitFinished > gpGlobals->time )
pev->nextthink = gpGlobals->time + 0.1;
speed = (float)yawSpeed * gpGlobals->frametime * 10;
// Vector vecSrc = pev->origin + gpGlobals->v_forward * 10;
+ gpGlobals->v_forward * m_HackedGunPos.y
+ gpGlobals->v_right * m_HackedGunPos.x
+ gpGlobals->v_up * m_HackedGunPos.z;
if( m_flMoveWaitFinished > gpGlobals->time )
ALERT( level, ": Stopped for %.2f. ", m_flMoveWaitFinished - gpGlobals->time );
vecStepRight = gpGlobals->v_right * COVER_DELTA;
return gpGlobals->v_forward;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.5;
pMortar->pev->nextthink = gpGlobals->time + t;
pev->nextthink = gpGlobals->time + 0.1;
pMortar->pev->nextthink = gpGlobals->time + time;
m_pPlayer->pev->origin + m_pPlayer->pev->view_ofs + gpGlobals->v_forward * 16,
gpGlobals->v_forward * 800 );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.5;
g_VoiceGameMgr.Init( &g_GameMgrHelper, gpGlobals->maxClients );
g_VoiceGameMgr.Update( gpGlobals->frametime );
if( m_flIntermissionEndTime < gpGlobals->time )
|| ( ( g_flIntermissionStartTime + MAX_INTERMISSION_TIME ) < gpGlobals->time ) )
time_remaining = (int)( flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
if( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
for( int i = 1; i <= gpGlobals->maxClients; i++ )
return gpGlobals->coop;
for( int i = 1; i <= gpGlobals->maxClients; i++ )
return gpGlobals->time;//now!
PK->m_flNextDecalTime = gpGlobals->time;
return gpGlobals->time + 0; // weapon respawns almost instantly
return gpGlobals->time + WEAPON_RESPAWN_TIME;
if( NUMBER_OF_ENTITIES() < ( gpGlobals->maxEntities - ENTITY_INTOLERANCE ) )
return gpGlobals->time + ITEM_RESPAWN_TIME;
return gpGlobals->time + AMMO_RESPAWN_TIME;
m_flIntermissionEndTime = gpGlobals->time + ( (int)mp_chattime.value );
g_flIntermissionStartTime = gpGlobals->time;
item->minplayers = min( item->minplayers, gpGlobals->maxClients );
item->maxplayers = min( item->maxplayers, gpGlobals->maxClients );
for( int i = 1; i <= gpGlobals->maxClients; i++ )
strcpy( szNextMap, STRING( gpGlobals->mapname ) );
strcpy( szFirstMapInList, STRING( gpGlobals->mapname ) );
pev->nextthink = gpGlobals->time + 0.1;
if( m_flNextPainSound > gpGlobals->time )
m_flNextPainSound = gpGlobals->time + RANDOM_FLOAT( 2, 5 );
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
vecDir = vecDir + 2 * gpGlobals->v_up;
if( DotProduct( vecDir, gpGlobals->v_forward ) < 0 )
vecDir = vecDir + 2 * gpGlobals->v_forward;
if( DotProduct( vecDir, gpGlobals->v_right ) > 0 )
vecDir = vecDir - 2 * gpGlobals->v_right;
if( DotProduct( vecDir, gpGlobals->v_right ) < 0 )
vecDir = vecDir + 2 * gpGlobals->v_right;
pev->nextthink = gpGlobals->time;
if( m_flShootEnd > gpGlobals->time )
while( m_flShootTime < m_flShootEnd && m_flShootTime < gpGlobals->time )
vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time );
vecSrc = vecSrc + vecDir * ( gpGlobals->time - m_flShootTime );
vecSrc = vecHand + pev->velocity * ( m_flShootTime - gpGlobals->time );
vecSrc = vecSrc + vecDir * ( gpGlobals->time - m_flShootTime );
float flDot = DotProduct( m_vecDesired, gpGlobals->v_forward );
if( m_flLastSeen + 15 < gpGlobals->time )
if( m_flLastSeen + 5 > gpGlobals->time && flDist < 256 && flDot > 0 )
pev->nextthink = gpGlobals->time + 0.1;
if( m_flLastSeen < gpGlobals->time - 5 )
m_flPrevSeen = gpGlobals->time;
m_flLastSeen = gpGlobals->time;
// Vector vecEst1 = pev->origin + m_velocity + gpGlobals->v_up * m_flForce - Vector( 0, 0, 384 );
// float flSide = DotProduct( m_posDesired - vecEst1, gpGlobals->v_right );
float flSide = DotProduct( m_vecDesired, gpGlobals->v_right );
Vector vecEst = pev->origin + m_velocity * 2.0 + gpGlobals->v_up * m_flForce * 20;
m_velocity.x += gpGlobals->v_up.x * m_flForce;
m_velocity.y += gpGlobals->v_up.y * m_flForce;
m_velocity.z += gpGlobals->v_up.z * m_flForce;
float flDir = DotProduct( Vector( gpGlobals->v_forward.x, gpGlobals->v_forward.y, 0 ), Vector( m_velocity.x, m_velocity.y, 0 ) );
float flDist = DotProduct( m_posDesired - vecEst, gpGlobals->v_forward );
m_velocity.x = m_velocity.x * ( 1.0 - fabs( gpGlobals->v_right.x ) * 0.05 );
m_velocity.y = m_velocity.y * ( 1.0 - fabs( gpGlobals->v_right.y ) * 0.05 );
m_velocity.z = m_velocity.z * ( 1.0 - fabs( gpGlobals->v_right.z ) * 0.05 );
m_flShootTime = gpGlobals->time;
m_flShootEnd = gpGlobals->time + 1.0;
m_flShootTime = gpGlobals->time;
m_flShootEnd = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.05;
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 1;
pev->nextthink = gpGlobals->time + 1;
UTIL_ParticleEffect( pev->origin + gpGlobals->v_forward * 64, g_vecZero, 255, 25 );
UTIL_ParticleEffect( pev->origin - gpGlobals->v_forward * 64, g_vecZero, 255, 25 );
UTIL_ParticleEffect( pev->origin + gpGlobals->v_right * 64, g_vecZero, 255, 25 );
UTIL_ParticleEffect( pev->origin - gpGlobals->v_right * 64, g_vecZero, 255, 25 );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time;
strcat( szNrpFilename, STRING( gpGlobals->mapname ) );
fprintf( file, "Node Graph Report for map: %s.bsp\n", STRING( gpGlobals->mapname ) );
WorldGraph.FSaveGraph( (char *)STRING( gpGlobals->mapname ) );
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
m_startTime = gpGlobals->time;
Vector vecForward = gpGlobals->v_forward;
Vector vecRight = gpGlobals->v_right;
Vector vecUp = gpGlobals->v_up;
pev->nextthink = gpGlobals->time + 0.1;
pBeam->pev->nextthink = gpGlobals->time + -4096.0 * tr.flFraction / pGrunt->pev->velocity.z + 0.5;
m_startTime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
m_vel2 = gpGlobals->v_forward * m_pGoalEnt->pev->speed;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time > m_startTime + m_dTime )
float t = ( gpGlobals->time - m_startTime );
float flSpeed = DotProduct( gpGlobals->v_forward, m_velocity );
// float flSpeed = DotProduct( gpGlobals->v_forward, pev->velocity );
pev->nextthink = gpGlobals->time + 2.0;
pev->nextthink = gpGlobals->time + 0.1;
m_startTime = gpGlobals->time + 4.0;
m_startTime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
if( m_startTime > gpGlobals->time )
pev->nextthink = gpGlobals->time + 0.2;
Vector vecSrc = pev->origin + gpGlobals->v_right * -340;
Vector vecSrc = pev->origin + gpGlobals->v_right * 340;
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 0.2;
if( gpGlobals->time < m_flActivateFinished )
m_flActivateFinished = gpGlobals->time + 0.5;
local.x = DotProduct( offset, gpGlobals->v_forward );
local.y = -DotProduct( offset, gpGlobals->v_right );
local.z = DotProduct( offset, gpGlobals->v_up );
pev->nextthink = gpGlobals->time;
local.x = DotProduct( offset, gpGlobals->v_forward );
local.y = DotProduct( offset, gpGlobals->v_right );
local.z = DotProduct( offset, gpGlobals->v_up );
pevNew->ltime = gpGlobals->time;
pevNew->nextthink = gpGlobals->time + RANDOM_FLOAT( 10, 20 );
pWeaponBox->pev->nextthink = gpGlobals->time + 120;
pev->nextthink = gpGlobals->time + 0.1;
if( pev->air_finished < gpGlobals->time )
else if( pev->air_finished < gpGlobals->time + 9 )
pev->air_finished = gpGlobals->time + AIRTIME;
if( pev->air_finished < gpGlobals->time ) // drown!
if( pev->pain_finished < gpGlobals->time )
pev->pain_finished = gpGlobals->time + 1;
air = (int)( pev->air_finished - gpGlobals->time );
if( pev->dmgtime < gpGlobals->time )
pev->dmgtime = gpGlobals->time + 1;
m_fDeadTime = gpGlobals->time;
if( g_pGameRules->IsMultiplayer() && ( gpGlobals->time > ( m_fDeadTime + 6 ) ) && !( m_afPhysicsFlags & PFLAG_OBSERVER ) )
if( !fAnyButtonDown && !( g_pGameRules->IsMultiplayer() && forcerespawn.value > 0 && ( gpGlobals->time > ( m_fDeadTime + 5 ) ) ) )
flDot = DotProduct( vecLOS , gpGlobals->v_forward );
for( int i = 1; i <= gpGlobals->maxClients; i++ )
Vector vecEnd = vecSrc + ( gpGlobals->v_forward * MAX_ID_RANGE );
m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
else if( m_flStatusBarDisappearDelay > gpGlobals->time )
if( fabs( gpGlobals->time - m_tbdPrev ) < 2.0 )
m_tbdPrev = gpGlobals->time;
if( gpGlobals->time < m_flgeigerDelay )
m_flgeigerDelay = gpGlobals->time + GEIGERDELAY;
if( gpGlobals->time >= m_flSuitUpdate && m_flSuitUpdate > 0 )
m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME;
if( m_rgflSuitNoRepeatTime[i] < gpGlobals->time )
m_rgflSuitNoRepeatTime[iempty] = iNoRepeatTime + gpGlobals->time;
if( m_flSuitUpdate <= gpGlobals->time )
m_flSuitUpdate = gpGlobals->time + SUITFIRSTUPDATETIME;
m_flSuitUpdate = gpGlobals->time + SUITUPDATETIME;
m_iWeaponVolume -= 250 * gpGlobals->frametime;
iVolume -= 250 * gpGlobals->frametime;
if( gpGlobals->time > m_flStopExtraSoundTime )
m_iWeaponFlash -= 256 * gpGlobals->frametime;
//gpGlobals->v_forward.z = 0;
// UTIL_ParticleEffect( pev->origin + gpGlobals->v_forward * iVolume, g_vecZero, 255, 25 );
gun->m_flNextPrimaryAttack = max( gun->m_flNextPrimaryAttack - gpGlobals->frametime, -1.0 );
gun->m_flNextSecondaryAttack = max( gun->m_flNextSecondaryAttack - gpGlobals->frametime, -0.001 );
gun->m_flTimeWeaponIdle = max( gun->m_flTimeWeaponIdle - gpGlobals->frametime, -0.001 );
gun->pev->fuser1 = max( gun->pev->fuser1 - gpGlobals->frametime, -0.001 );
gun->m_flPumpTime = max( gun->m_flPumpTime - gpGlobals->frametime, -0.001 );
m_flNextAttack -= gpGlobals->frametime;
m_flNextAmmoBurn -= gpGlobals->frametime;
m_flAmmoStartCharge -= gpGlobals->frametime;
if( FStringNull( gpGlobals->startspot ) || !strlen(STRING( gpGlobals->startspot ) ) )
pSpot = UTIL_FindEntityByTargetname( NULL, STRING( gpGlobals->startspot ) );
pev->air_finished = gpGlobals->time + 12;
m_flgeigerDelay = gpGlobals->time + 2.0; // wait a few seconds until user-defined message registrations
m_flNextChatTime = gpGlobals->time;
SAVERESTOREDATA *pSaveData = (SAVERESTOREDATA *)gpGlobals->pSaveData;
pev->nextthink = gpGlobals->time + 0.1;
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
UTIL_TraceLine( pev->origin, pev->origin + gpGlobals->v_forward * 128, ignore_monsters, pev->owner, & tr );
pev->nextthink = gpGlobals->time + 0.1;
UTIL_TraceLine( pMe->pev->origin + pMe->pev->view_ofs,pMe->pev->origin + pMe->pev->view_ofs + gpGlobals->v_forward * 8192,dont_ignore_monsters, pMe->edict(), &tr );
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time;
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time;
if( gpGlobals->time < m_flNextDecalTime )
UTIL_TraceLine( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr );
m_flNextDecalTime = gpGlobals->time + decalfrequency.value;
Create( "monster_human_grunt", pev->origin + gpGlobals->v_forward * 128, pev->angles );
Vector end = start + gpGlobals->v_forward * 1024;
UTIL_TraceLine( pev->origin + pev->view_ofs, pev->origin + pev->view_ofs + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr );
if( gpGlobals->time < m_flNextAttack )
if( gpGlobals->time < m_flNextAttack )
if( ( m_flFlashLightTime ) && ( m_flFlashLightTime <= gpGlobals->time ) )
m_flFlashLightTime = FLASH_DRAIN_TIME + gpGlobals->time;
m_flFlashLightTime = FLASH_CHARGE_TIME + gpGlobals->time;
if( m_flNextSBarUpdateTime < gpGlobals->time )
m_flNextSBarUpdateTime = gpGlobals->time + 0.2;
return gpGlobals->v_forward;
return gpGlobals->v_forward;
bestdir = gpGlobals->v_forward;
for( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ )
if( DotProduct( dir, gpGlobals->v_forward ) < 0 )
dot = fabs( DotProduct( dir, gpGlobals->v_right ) ) + fabs( DotProduct( dir, gpGlobals->v_up ) ) * 0.5;
CWeaponBox *pWeaponBox = (CWeaponBox *)CBaseEntity::Create( "weaponbox", pev->origin + gpGlobals->v_forward * 10, pev->angles, edict() );
pWeaponBox->pev->velocity = gpGlobals->v_forward * 300 + gpGlobals->v_forward * 100;
pev->nextthink = gpGlobals->time + MessageTime();
pev->nextthink = gpGlobals->time + nextThink;
if( !gpGlobals->deathmatch )
pev->nextthink = gpGlobals->time + 2;// let targets spawn!
virtual void StartSneaking( void ) { m_tSneaking = gpGlobals->time - 1; }
virtual void StopSneaking( void ) { m_tSneaking = gpGlobals->time + 30; }
virtual BOOL IsSneaking( void ) { return m_tSneaking <= gpGlobals->time; }
pev->nextthink = gpGlobals->time + m_flRespawnTime;
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + m_flRespawnTime;
pev->nextthink = gpGlobals->time + m_flRespawnTime;
if( m_flNextAttack < gpGlobals->time && pev->velocity.Length() > 300 )
pOther->TraceAttack( pevOwner, dmg, gpGlobals->v_forward, &tr, DMG_CLUB );
m_flNextAttack = gpGlobals->time + 1.0; // debounce
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + m_flRespawnTime;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.2;
m_flSoundDelay = gpGlobals->time + 1.5;
if( m_flSoundDelay != 0 && m_flSoundDelay <= gpGlobals->time )
// ALERT( at_console, "%.2f\n", gpGlobals->time - m_flSoundDelay );
m_flNextSmellTime = gpGlobals->time;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 1, 1.5 );
pev->nextthink = gpGlobals->time + 0.1;// keep monster thinking
pev->nextthink = gpGlobals->time + 1;
pev->nextthink = gpGlobals->time + flSuspendTime;
pev->velocity = gpGlobals->v_forward * 250;
pev->nextthink = gpGlobals->time + 0.4;
m_flIgniteTime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
vecTarget = gpGlobals->v_forward;
flDot = DotProduct( gpGlobals->v_forward, vecDir );
if( gpGlobals->time - m_flIgniteTime < 1.0 )
pev->nextthink = gpGlobals->time + 0.1;
Vector vecSrc = m_pPlayer->GetGunPosition() + gpGlobals->v_forward * 16 + gpGlobals->v_right * 8 + gpGlobals->v_up * -8;
pRocket->pev->velocity = pRocket->pev->velocity + gpGlobals->v_forward * DotProduct( m_pPlayer->pev->velocity, gpGlobals->v_forward );
Vector vecAiming = gpGlobals->v_forward;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
Vector vecThrow = gpGlobals->v_forward * 274 + m_pPlayer->pev->velocity;
if( gpGlobals->time >= m_flWaitFinished )
if( gpGlobals->time >= m_flWaitFinished )
if( m_pCine->m_iDelay <= 0 && gpGlobals->time >= m_pCine->m_startTime )
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + pTask->flData;
m_flWaitFinished = gpGlobals->time + pTask->flData;
m_flWaitFinished = gpGlobals->time + RANDOM_FLOAT( 0.1, pTask->flData );
m_flMoveWaitFinished = gpGlobals->time;
if( BuildRoute( m_vecEnemyLKP - gpGlobals->v_forward * 64, bits_MF_TO_LOCATION, NULL ) )
vec2RightSide = gpGlobals->v_right.Make2D().Normalize();
BOOL DisregardEnemy( CBaseEntity *pEnemy ) { return !pEnemy->IsAlive() || ( gpGlobals->time - m_fearTime ) > 15; }
if( gpGlobals->time < m_painTime )
m_painTime = gpGlobals->time + RANDOM_FLOAT( 0.5, 0.75 );
m_fearTime = gpGlobals->time;
if( gpGlobals->time - m_fearTime > 3 ) // Only cower every 3 seconds or so
m_fearTime = gpGlobals->time; // Update last fear
m_fearTime = gpGlobals->time;
if( ( m_healTime > gpGlobals->time ) || ( m_hTargetEnt == NULL ) || ( m_hTargetEnt->pev->health > ( m_hTargetEnt->pev->max_health * 0.5 ) ) )
m_healTime = gpGlobals->time + 60;
pev->nextthink = gpGlobals->time + 0.1;
if( m_flResponseDelay && gpGlobals->time > m_flResponseDelay )
pev->nextthink = gpGlobals->time + 0.1;
m_flResponseDelay = gpGlobals->time + RANDOM_FLOAT( 3, 4 );
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 );
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 );
CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 4.8, 5.2 );
pev->nextthink = gpGlobals->time + 1.0;
m_startTime = gpGlobals->time + 1E6;
m_startTime = gpGlobals->time + 0.05;
pev->nextthink = gpGlobals->time;
entvars_t *pevOther = VARS( gpGlobals->other );
m_startTime = gpGlobals->time + 1E6;
m_startTime = gpGlobals->time + 1E6;
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + 0.1;
pTarget->m_startTime = gpGlobals->time + 0.05;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + m_flDuration + m_flRepeat;
pev->nextthink = gpGlobals->time + m_flRepeat + 0.5;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time;
m_flPumpTime = gpGlobals->time + 0.5;
m_flPumpTime = gpGlobals->time + 0.95;
if( m_flPumpTime && m_flPumpTime < gpGlobals->time )
return gpGlobals->time;//now!
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.25;
pev->nextthink = gpGlobals->time + 0.75;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.0, 0.5 );
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 5.0, 15.0 );
if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( ANNOUNCE_MINUTES_MIN * 60.0, ANNOUNCE_MINUTES_MAX * 60.0 );
CTalkMonster::g_talkWaitTime = gpGlobals->time + 5; // time delay until it's ok to speak: used so that two NPCs don't talk at once
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 1;
pev->nextthink = gpGlobals->time + 0.3;// how often to check the sound list.
if( m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->time && m_SoundPool[ iSound ].m_flExpireTime != SOUND_NEVER_EXPIRE )
pSoundEnt->m_SoundPool[iThisSound].m_flExpireTime = gpGlobals->time + flDuration;
for( i = 0; i < gpGlobals->maxClients; i++ )
if( iReturn < 0 || iReturn > gpGlobals->maxClients )
vecLeftSide = pev->origin - ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
vecRightSide = pev->origin + ( gpGlobals->v_right * ( pev->size.x * 1.5 ) );
v_left = gpGlobals->v_right * -1;
leftPlane.InitializePlane( gpGlobals->v_right, vecLeftSide );
backPlane.InitializePlane( gpGlobals->v_forward, pev->origin );
pev->nextthink = gpGlobals->time + 0.1;
m_flNextHunt = gpGlobals->time + 1E6;
m_flDie = gpGlobals->time + SQUEEK_DETONATE_DELAY;
m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned.
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time >= m_flDie )
if( m_flNextHunt > gpGlobals->time )
m_flNextHunt = gpGlobals->time + 2.0;
if( ( m_flDie - gpGlobals->time <= 0.5 ) && ( m_flDie - gpGlobals->time >= 0.3 ) )
float flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
if( m_flNextHit > gpGlobals->time )
flpitch = 155.0 - 60.0 * ( ( m_flDie - gpGlobals->time ) / SQUEEK_DETONATE_DELAY );
if( pOther->pev->takedamage && m_flNextAttack < gpGlobals->time )
pOther->TraceAttack( pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH );
m_flNextAttack = gpGlobals->time + 0.5;
m_flNextHit = gpGlobals->time + 0.1;
m_flNextHunt = gpGlobals->time;
if( gpGlobals->time < m_flNextBounceSoundTime )
m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second.
pev->animtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
UTIL_TraceLine( trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr );
pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity;
if( gpGlobals->time < gStats.lastGameTime ) // Changed level or died, don't b0rk
gStats.lastGameTime = gpGlobals->time;
gStats.gameTime += gpGlobals->time - gStats.lastGameTime;
gStats.lastGameTime = gpGlobals->time;
UpdateStatsFile( gStats.dataTime, (char *)STRING( gpGlobals->mapname ), health, ammo, (int)CVAR_GET_FLOAT( "skill" ) );
gStats.lastGameTime = gpGlobals->time; // Fixup stats time
pTemp->pev->nextthink = gpGlobals->time + m_flDelay;
pev->movedir = gpGlobals->v_forward;
m_flWaitFinished = gpGlobals->time + pTask->flData;
m_flMoveWaitFinished = gpGlobals->time + 2;
if( UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) < m_flFieldOfView )
if( gpGlobals->time > m_flWaitFinished )
if( gpGlobals->time > m_flWaitFinished && FlYawDiff() < 10 )
// ALERT( at_console, "waiting %f\n", m_flStopTalkTime - gpGlobals->time );
if( gpGlobals->time <= CTalkMonster::g_talkWaitTime )
m_useTime = gpGlobals->time + duration;
CTalkMonster::g_talkWaitTime = gpGlobals->time + duration + 2.0;
m_flStopTalkTime = gpGlobals->time + 3;
m_flStopTalkTime = gpGlobals->time + flDuration;
//CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 2.8, 3.2 );
//CTalkMonster::g_talkWaitTime = gpGlobals->time + RANDOM_FLOAT( 2.8, 3.2 );
UTIL_DotPoints( pPlayer->v.origin, pev->origin, gpGlobals->v_forward ) >= m_flFieldOfView )
if( m_flStopTalkTime > gpGlobals->time )
if( gpGlobals->time > m_flLastSaidSmelled )
m_flLastSaidSmelled = gpGlobals->time + 60;// don't talk about the stinky for a while.
if( m_useTime > gpGlobals->time )
g_VoiceGameMgr.Update(gpGlobals->frametime);
time_remaining = (int)( flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0 );
if( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
for( i = 1; i <= gpGlobals->maxClients; i++ )
for( i = 1; i <= gpGlobals->maxClients; i++ )
for( int i = 1; i <= gpGlobals->maxClients; i++ )
pev->nextthink = gpGlobals->time + 0.2;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals-> time + 0.1;
if( gpGlobals->time - m_flPrevSoundTime < 0.5 )
float dt = gpGlobals->time - m_flPrevSoundTime;
m_flPrevSoundTime = gpGlobals->time;
if( m_flSoundTime < gpGlobals->time )
m_flSoundTime = gpGlobals->time + RANDOM_FLOAT( 5.0, 10.0 );
else if( m_flSoundTime > gpGlobals->time )
if( MyLevel() >= 0 && gpGlobals->time < m_flSoundTime )
if( RANDOM_LONG( 0, 9 ) < m_flSoundTime - gpGlobals->time )
if( m_flNextSong < gpGlobals->time )
m_flNextSong = gpGlobals->time + RANDOM_FLOAT( 10, 20 );
UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr1 );
UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr2 );
if( m_flPrevSoundTime + 2.0 > gpGlobals->time )
else if( m_flPrevSoundTime + 5.0 > gpGlobals->time )
pev->framerate = m_iDir + m_iDir * ( 5 - ( gpGlobals->time - m_flPrevSoundTime ) ) / 2 + m_flFramerateAdj;
pev->nextthink = gpGlobals-> time + 0.1;
gpGlobals->force_retouch++;
//pev->nextthink = gpGlobals-> time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
if( m_flHitTime > gpGlobals->time )
m_flHitTime = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 0.1;
time = gpGlobals->time - m_startTime;
m_startTime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.0, 0.5 );
pev->nextthink = gpGlobals->time + 0.25;
gpGlobals->force_retouch++;
if( pev->dmgtime > gpGlobals->time )
if( gpGlobals->time != pev->pain_finished )
if( pev->dmgtime > gpGlobals->time && gpGlobals->time != pev->pain_finished )
pev->pain_finished = gpGlobals->time;
pev->dmgtime = gpGlobals->time + 0.5;// half second delay until this trigger can hurt toucher again
if( DotProduct( gpGlobals->v_forward, pev->movedir ) < 0 )
if( pev->nextthink > gpGlobals->time )
gpGlobals->found_secrets++;
pev->nextthink = gpGlobals->time + m_flWait;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + m_flDelay;
if( gpGlobals->time == pev->dmgtime )
pev->dmgtime = gpGlobals->time;
gpGlobals->vecLandmarkOffset = VARS( pentLandmark )->origin;
if( gpGlobals->pSaveData && ( (SAVERESTOREDATA *)gpGlobals->pSaveData)->pTable )
CSave saveHelper( (SAVERESTOREDATA *)gpGlobals->pSaveData );
gpGlobals->mapname = ALLOC_STRING( "start" );
if( pChange->pev->nextthink < gpGlobals->time )
pChange->pev->nextthink = gpGlobals->time + 0.1;
if( FStrEq( STRING( gpGlobals->mapname ), "c2a5" ) && pev->spawnflags & 4 )
m_flReturnTime = gpGlobals->time;
m_flReturnTime = gpGlobals->time + m_flWait;
m_flStopTime = gpGlobals->time;
pev->nextthink = gpGlobals->time;
if( m_hTarget == NULL || m_flReturnTime < gpGlobals->time )
pev->avelocity.x = dx * 40 * gpGlobals->frametime;
pev->avelocity.y = dy * 40 * gpGlobals->frametime;
pev->nextthink = gpGlobals->time;
m_moveDistance -= pev->speed * gpGlobals->frametime;
m_flStopTime = gpGlobals->time + m_pentPath->GetDelay();
if( m_flStopTime > gpGlobals->time )
pev->speed = UTIL_Approach( 0, pev->speed, m_deceleration * gpGlobals->frametime );
pev->speed = UTIL_Approach( m_targetSpeed, pev->speed, m_acceleration * gpGlobals->frametime );
float fraction = 2 * gpGlobals->frametime;
m_flPowerUp = gpGlobals->time + 1.0;
m_flPowerUp = gpGlobals->time + 2.5;
pev->nextthink = gpGlobals->time + 0.2;
m_vecDir = gpGlobals->v_forward;
pev->nextthink = gpGlobals->time + 1.0;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time > m_flPowerUp )
pev->nextthink = gpGlobals->time + 0.1;
// ALERT( at_console, "serverflags %f\n", gpGlobals->serverflags );
pev->nextthink = gpGlobals->time + 0.1;
gpGlobals->trace_flags = FTRACE_SIMPLEBOX;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time < m_flPowerUp && flDamage < pev->health )
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.3 );
pev->nextthink = gpGlobals->time + 0.1;
Vector vecAiming = gpGlobals->v_forward;
pev->nextthink = gpGlobals->time + 1;
pev->nextthink = gpGlobals->time + 0.3;
pev->nextthink = gpGlobals->time + 0.3;
m_flLastSight = gpGlobals->time + m_flMaxWait;
pev->nextthink = gpGlobals->time + .1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1; // turn on delay
m_flPingTime = gpGlobals->time + 1;
else if( m_flPingTime <= gpGlobals->time )
m_flPingTime = gpGlobals->time + 1;
pev->nextthink = gpGlobals->time + 0.1;
m_flLastSight = gpGlobals->time + m_flMaxWait;
m_flLastSight = gpGlobals->time + 0.5; // continue-shooting timeout
if( gpGlobals->time > m_flLastSight )
m_flLastSight = gpGlobals->time + m_flMaxWait;
m_flLastSight = gpGlobals->time + 0.5;
if( gpGlobals->time > m_flLastSight )
m_flLastSight = gpGlobals->time + m_flMaxWait;
gpGlobals->v_forward.x, gpGlobals->v_forward.y, gpGlobals->v_forward.z );
if( DotProduct( vecLOS, gpGlobals->v_forward ) <= 0.866 ) // 30 degree slop
Shoot( vecSrc, gpGlobals->v_forward );
pev->nextthink = gpGlobals->time + 0.1;
m_flLastSight = gpGlobals->time + m_flMaxWait;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + .1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 1.0; // spinup delay
pev->nextthink = gpGlobals->time + 0.1; // retarget delay
pev->nextthink = gpGlobals->time + 0.1;
m_flSpinUpTime = gpGlobals->time + m_flMaxSpin;
if( gpGlobals->time > m_flLastSight )
else if( ( m_flSpinUpTime ) && ( gpGlobals->time > m_flSpinUpTime ) )
pev->nextthink = gpGlobals->time + 0.3;
pev->nextthink = gpGlobals->time + 0.1;
if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time )
if( pev->dmgtime + RANDOM_FLOAT( 0, 5 ) > gpGlobals->time )
if( m_fSequenceFinished && !MoveTurret() && pev->dmgtime + 5 < gpGlobals->time )
if( pev->dmgtime != gpGlobals->time || (RANDOM_LONG( 0, 10 ) < 1 ) )
pev->dmgtime = gpGlobals->time;
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.3;
pev->nextthink = gpGlobals->time + 0.1;
pev->dmgtime = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
if( pev->dmgtime + RANDOM_FLOAT( 0, 2 ) > gpGlobals->time )
if( pev->dmgtime + RANDOM_FLOAT( 0, 8 ) > gpGlobals->time )
if( m_fSequenceFinished && pev->dmgtime + 5 < gpGlobals->time )
return gpGlobals->time;
UTIL_TraceLine( pev->startpos, pev->startpos + gpGlobals->v_forward * 8192, ignore_monsters, owner, &tr );
pev->starttime = gpGlobals->time;
pev->impacttime = gpGlobals->time + travelTime;
for( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ )
for( int i = 1; i < gpGlobals->maxEntities; i++, pEdict++ )
if( playerIndex > 0 && playerIndex <= gpGlobals->maxClients )
for( i = 1; i <= gpGlobals->maxClients; i++ )
for( i = 1; i <= gpGlobals->maxClients; i++ )
for( i = 1; i <= gpGlobals->maxClients; i++ )
for( i = 1; i <= gpGlobals->maxClients; i++ )
tr.fAllSolid = gpGlobals->trace_allsolid;
tr.fStartSolid = gpGlobals->trace_startsolid;
tr.fInOpen = gpGlobals->trace_inopen;
tr.fInWater = gpGlobals->trace_inwater;
tr.flFraction = gpGlobals->trace_fraction;
tr.flPlaneDist = gpGlobals->trace_plane_dist;
tr.pHit = gpGlobals->trace_ent;
tr.vecEndPos = gpGlobals->trace_endpos;
tr.vecPlaneNormal = gpGlobals->trace_plane_normal;
tr.iHitgroup = gpGlobals->trace_hitgroup;
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + time;
if( ( m_pPlayer->pev->button & IN_ATTACK2 ) && CanAttack( m_flNextSecondaryAttack, gpGlobals->time, UseDecrement() ) )
else if( ( m_pPlayer->pev->button & IN_ATTACK ) && CanAttack( m_flNextPrimaryAttack, gpGlobals->time, UseDecrement() ) )
if( !IsUseable() && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
m_flNextPrimaryAttack = ( UseDecrement() ? 0.0 : gpGlobals->time ) + 0.3;
if( m_iClip == 0 && !(iFlags() & ITEM_FLAG_NOAUTORELOAD ) && m_flNextPrimaryAttack < ( UseDecrement() ? 0.0 : gpGlobals->time ) )
pev->nextthink = gpGlobals->time + .1;
pev->nextthink = gpGlobals->time + .1;
pev->nextthink = gpGlobals->time + .1;
pev->nextthink = gpGlobals->time + .1;
pev->nextthink = gpGlobals->time + .1;
pWeapon->pev->nextthink = gpGlobals->time + 0.1;
if( pev->skin < 0 || ( gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH ) ) )
pev->nextthink = gpGlobals->time;
pev->nextthink = gpGlobals->time + 0.1;
if( !WorldGraph.CheckNODFile( ( char * )STRING( gpGlobals->mapname ) ) )
if( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
pEntity->pev->nextthink = gpGlobals->time + 0.3;
gpGlobals->cdAudioTrack = atoi( pkvd->szValue );
if( thinktime <= 0.0f || thinktime > PHYSICS_TIME() + gpGlobals->frametime )
gpGlobals->time = thinktime;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
if( gpGlobals->time > pev->dmgtime )
pev->dmgtime = gpGlobals->time + XEN_PLANT_HIDE_TIME;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.4 ); // Load balance these a bit
pev->nextthink = gpGlobals->time + 0.5;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + 0.1;
pev->nextthink = gpGlobals->time + RANDOM_FLOAT( 0.1, 0.4 ); // Load balance these a bit
pev->nextthink = gpGlobals->time + 0.1;
pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
if( m_flNextFlinch >= gpGlobals->time )
if( m_flNextFlinch < gpGlobals->time )
m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;