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@ -32,18 +32,19 @@
@@ -32,18 +32,19 @@
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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// first flag is barney dying for scripted sequences?
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// first flag is roy dying for scripted sequences?
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#define ROY_AE_SHOOT ( 3 ) |
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class CRoy : public CBarney |
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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 BarneyFirePistol( void ); |
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void RoyFirePistol( void ); |
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void AlertSound( void ); |
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void HandleAnimEvent( MonsterEvent_t *pEvent ); |
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int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ); |
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void DeclineFollowing( void ); |
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// Override these to set behavior
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@ -75,7 +76,7 @@ void CRoy::AlertSound( void )
@@ -75,7 +76,7 @@ void CRoy::AlertSound( void )
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// BarneyFirePistol - shoots one round from the pistol at
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// the enemy barney is facing.
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//=========================================================
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void CRoy::BarneyFirePistol( void ) |
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void CRoy::RoyFirePistol( void ) |
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{ |
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Vector vecShootOrigin; |
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@ -104,6 +105,24 @@ void CRoy::BarneyFirePistol( void )
@@ -104,6 +105,24 @@ void CRoy::BarneyFirePistol( void )
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m_cAmmoLoaded--;// take away a bullet!
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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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// Returns number of events handled, 0 if none.
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//=========================================================
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void CRoy::HandleAnimEvent( MonsterEvent_t *pEvent ) |
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{ |
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switch( pEvent->event ) |
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{ |
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case ROY_AE_SHOOT: |
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RoyFirePistol(); |
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break; |
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default: |
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CBarney::HandleAnimEvent( pEvent ); |
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} |
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} |
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//=========================================================
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// Spawn
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//=========================================================
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