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@ -40,7 +40,7 @@
@@ -40,7 +40,7 @@
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#define MASSN_9MMAR (1 << 0) |
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#define MASSN_HANDGRENADE (1 << 1) |
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#define MASSN_GRENADELAUNCHER (1 << 2) |
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#define MASSN_SNIPERRIFLE (1 << 4) |
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#define MASSN_SNIPERRIFLE (1 << 3) |
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// Body groups.
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#define HEAD_GROUP 1 |
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@ -84,7 +84,7 @@ public:
@@ -84,7 +84,7 @@ public:
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void IdleSound(void); |
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}; |
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LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn); |
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LINK_ENTITY_TO_CLASS(monster_male_assassin, CMassn) |
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//=========================================================
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// Purpose:
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@ -198,7 +198,7 @@ void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
@@ -198,7 +198,7 @@ void CMassn::HandleAnimEvent(MonsterEvent_t *pEvent)
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{ |
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Sniperrifle(); |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_bolt1.wav", 1, ATTN_NORM); |
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/sniper_fire.wav", 1, ATTN_NORM); |
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} |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 384, 0.3); |
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@ -301,6 +301,7 @@ void CMassn::Precache()
@@ -301,6 +301,7 @@ void CMassn::Precache()
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PRECACHE_SOUND("weapons/glauncher.wav"); |
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PRECACHE_SOUND("weapons/sniper_bolt1.wav"); |
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PRECACHE_SOUND("weapons/sniper_fire.wav"); |
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PRECACHE_SOUND("zombie/claw_miss2.wav");// because we use the basemonster SWIPE animation event
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