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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Zombie
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//=========================================================
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// UNDONE: Don't flinch every time you get hit
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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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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class CZombie : public CBaseMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify( void );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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int IgnoreConditions( void );
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float m_flNextFlinch;
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void PainSound( void );
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void AlertSound( void );
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void IdleSound( void );
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void AttackSound( void );
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static const char *pAttackSounds[];
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static const char *pIdleSounds[];
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static const char *pAlertSounds[];
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static const char *pPainSounds[];
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static const char *pAttackHitSounds[];
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static const char *pAttackMissSounds[];
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// No range attacks
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BOOL CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
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BOOL CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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BOOL ShouldGibMonster(int iGib) { return FALSE; } // Reapers should not gib.
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void GibMonster( void );
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};
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LINK_ENTITY_TO_CLASS( monster_zombie, CZombie )
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const char *CZombie::pAttackHitSounds[] =
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{
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CZombie::pAttackMissSounds[] =
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{
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CZombie::pAttackSounds[] =
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{
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"zombie/zo_attack1.wav",
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"zombie/zo_attack2.wav",
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};
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const char *CZombie::pIdleSounds[] =
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{
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"zombie/zo_idle1.wav",
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"zombie/zo_idle2.wav",
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"zombie/zo_idle3.wav",
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"zombie/zo_idle4.wav",
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};
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const char *CZombie::pAlertSounds[] =
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{
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"zombie/zo_alert10.wav",
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"zombie/zo_alert20.wav",
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"zombie/zo_alert30.wav",
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};
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const char *CZombie::pPainSounds[] =
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{
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"zombie/zo_pain1.wav",
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"zombie/zo_pain2.wav",
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};
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CZombie::Classify( void )
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{
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return m_iClass?m_iClass:CLASS_ALIEN_MONSTER;
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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 CZombie::SetYawSpeed( void )
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{
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int ys;
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ys = 120;
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#if 0
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switch ( m_Activity )
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{
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}
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#endif
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pev->yaw_speed = ys;
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}
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int CZombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - ( pevInflictor->absmin + pevInflictor->absmax ) * 0.5f;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3f;
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}
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// HACK HACK -- until we fix this.
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if( IsAlive() )
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PainSound();
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return CBaseMonster::TakeDamage( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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void CZombie::PainSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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if( RANDOM_LONG( 0, 5 ) < 2 )
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie::AlertSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie::IdleSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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// Play a random idle sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pIdleSounds ), 1.0, ATTN_NORM, 0, pitch );
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}
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void CZombie::AttackSound( void )
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{
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int pitch = 95 + RANDOM_LONG( 0, 9 );
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// Play a random attack sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM, 0, pitch );
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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 CZombie::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case ZOMBIE_AE_ATTACK_RIGHT:
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{
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// do stuff for this event.
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//ALERT( at_console, "Slash right!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = -18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity - gpGlobals->v_right * 100;
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}
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// Play a random attack hit sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5 , 5 ) );
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}
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else // Play a random attack miss sound
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
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}
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break;
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case ZOMBIE_AE_ATTACK_LEFT:
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{
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// do stuff for this event.
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//ALERT( at_console, "Slash left!\n" );
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgOneSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.z = 18;
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_right * 100;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
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}
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break;
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case ZOMBIE_AE_ATTACK_BOTH:
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{
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// do stuff for this event.
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CBaseEntity *pHurt = CheckTraceHullAttack( 70, gSkillData.zombieDmgBothSlash, DMG_SLASH );
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if( pHurt )
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{
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if( pHurt->pev->flags & ( FL_MONSTER | FL_CLIENT ) )
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{
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pHurt->pev->punchangle.x = 5;
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pHurt->pev->velocity = pHurt->pev->velocity + gpGlobals->v_forward * -100;
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}
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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else
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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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if( RANDOM_LONG( 0, 1 ) )
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AttackSound();
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}
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break;
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default:
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CBaseMonster::HandleAnimEvent( pEvent );
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CZombie::Spawn()
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{
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Precache();
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if (pev->model)
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SET_MODEL(ENT(pev), STRING(pev->model)); //LRC
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else
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SET_MODEL( ENT( pev ), "models/zombie.mdl" );
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// Reapers have a taller model.
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN + Vector( -8, -8, 0 ), VEC_HUMAN_HULL_MAX + Vector( 8, 8, 48 ) );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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// Reapers should use red blood color.
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m_bloodColor = BLOOD_COLOR_RED;
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if (pev->health == 0)
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pev->health = gSkillData.zombieHealth;
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pev->view_ofs = VEC_VIEW;// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.5;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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m_afCapability = bits_CAP_DOORS_GROUP;
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MonsterInit();
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CZombie::Precache()
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{
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if (pev->model)
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PRECACHE_MODEL(STRING(pev->model)); //LRC
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else
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PRECACHE_MODEL( "models/zombie.mdl" );
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PRECACHE_SOUND_ARRAY( pAttackHitSounds );
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PRECACHE_SOUND_ARRAY( pAttackMissSounds );
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PRECACHE_SOUND_ARRAY( pAttackSounds );
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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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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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int CZombie::IgnoreConditions( void )
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{
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int iIgnore = CBaseMonster::IgnoreConditions();
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if( ( m_Activity == ACT_MELEE_ATTACK1 ) || ( m_Activity == ACT_MELEE_ATTACK1 ) )
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{
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#if 0
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if( pev->health < 20 )
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iIgnore |= ( bits_COND_LIGHT_DAMAGE| bits_COND_HEAVY_DAMAGE );
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else
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#endif
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if( m_flNextFlinch >= gpGlobals->time )
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iIgnore |= ( bits_COND_LIGHT_DAMAGE | bits_COND_HEAVY_DAMAGE );
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}
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if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
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{
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if( m_flNextFlinch < gpGlobals->time )
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m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
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}
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return iIgnore;
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}
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void CZombie::GibMonster( void )
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{
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FadeMonster();
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}
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