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@ -278,7 +278,7 @@ void CHGrunt::GibMonster( void )
@@ -278,7 +278,7 @@ void CHGrunt::GibMonster( void )
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Vector vecGunPos; |
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Vector vecGunAngles; |
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if( GetBodygroup( 2 ) != 2 ) |
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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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@ -604,7 +604,7 @@ void CHGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir
@@ -604,7 +604,7 @@ void CHGrunt::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir
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if( ptr->iHitgroup == 11 ) |
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{ |
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// make sure we're wearing one
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if( GetBodygroup( 1 ) == HEAD_GRUNT && ( bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) ) |
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if( GetBodygroup( HEAD_GROUP ) == HEAD_GRUNT && ( bitsDamageType & (DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB ) ) ) |
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{ |
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// absorb damage
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flDamage -= 20; |
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@ -849,27 +849,30 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
@@ -849,27 +849,30 @@ void CHGrunt::HandleAnimEvent( MonsterEvent_t *pEvent )
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{ |
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case HGRUNT_AE_DROP_GUN: |
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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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Vector vecGunPos; |
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Vector vecGunAngles; |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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GetAttachment( 0, vecGunPos, vecGunAngles ); |
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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// switch to body group with no gun.
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SetBodygroup( GUN_GROUP, GUN_NONE ); |
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// now spawn a gun.
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); |
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} |
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else |
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{ |
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); |
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} |
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// now spawn a gun.
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if( FBitSet( pev->weapons, HGRUNT_SHOTGUN ) ) |
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{ |
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DropItem( "weapon_shotgun", vecGunPos, vecGunAngles ); |
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} |
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else |
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{ |
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DropItem( "weapon_9mmAR", vecGunPos, vecGunAngles ); |
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} |
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
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{ |
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); |
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if( FBitSet( pev->weapons, HGRUNT_GRENADELAUNCHER ) ) |
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{ |
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DropItem( "ammo_ARgrenades", BodyTarget( pev->origin ), vecGunAngles ); |
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} |
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} |
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} |
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break; |
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