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Fix sniperrifle dropping when massn is gibbed (#244)
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parent
40a16fb167
commit
2ffa0261e3
@ -72,6 +72,7 @@ class CMassn : public CHGrunt
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public:
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public:
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int Classify(void);
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int Classify(void);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void HandleAnimEvent(MonsterEvent_t *pEvent);
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void GibMonster(void);
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void Sniperrifle(void);
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void Sniperrifle(void);
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BOOL FOkToSpeak(void);
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BOOL FOkToSpeak(void);
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@ -229,6 +230,47 @@ void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
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}
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}
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}
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}
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void CMassn::GibMonster()
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{
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Vector vecGunPos;
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Vector vecGunAngles;
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if( GetBodygroup( GUN_GROUP ) != GUN_NONE )
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{
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// throw a gun if the grunt has one
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GetAttachment( 0, vecGunPos, vecGunAngles );
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CBaseEntity *pGun;
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if( FBitSet( pev->weapons, MASSN_SNIPERRIFLE ) )
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{
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pGun = DropItem( "weapon_sniperrifle", vecGunPos, vecGunAngles );
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}
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else
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{
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pGun = DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles );
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}
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if( pGun )
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{
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pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
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pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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if( FBitSet( pev->weapons, MASSN_GRENADELAUNCHER ) )
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{
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pGun = DropItem( "ammo_ARgrenades", vecGunPos, vecGunAngles );
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if ( pGun )
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{
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pGun->pev->velocity = Vector( RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( -100, 100 ), RANDOM_FLOAT( 200, 300 ) );
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pGun->pev->avelocity = Vector( 0, RANDOM_FLOAT( 200, 400 ), 0 );
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}
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}
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}
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CBaseMonster::GibMonster();
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}
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//=========================================================
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//=========================================================
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// Spawn
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// Spawn
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//=========================================================
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//=========================================================
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