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256 lines
7.4 KiB
256 lines
7.4 KiB
/*** |
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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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#include "zombie.h" |
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class CZombie2 : public CZombie |
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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 HandleAnimEvent( MonsterEvent_t *pEvent ); |
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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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}; |
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LINK_ENTITY_TO_CLASS( monster_zombie2, CZombie2 ); |
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const char *CZombie2::pAttackHitSounds[] = |
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{ |
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"zombie2/claw_strike1.wav", |
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"zombie2/claw_strike2.wav", |
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"zombie2/claw_strike3.wav", |
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}; |
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const char *CZombie2::pAttackMissSounds[] = |
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{ |
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"zombie2/claw_miss1.wav", |
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"zombie2/claw_miss2.wav", |
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}; |
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const char *CZombie2::pAttackSounds[] = |
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{ |
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"zombie2/zo_attack1.wav", |
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"zombie2/zo_attack2.wav", |
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}; |
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const char *CZombie2::pIdleSounds[] = |
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{ |
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"zombie2/zo_idle1.wav", |
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"zombie2/zo_idle2.wav", |
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"zombie2/zo_idle3.wav", |
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"zombie2/zo_idle4.wav", |
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}; |
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const char *CZombie2::pAlertSounds[] = |
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{ |
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"zombie2/zo_alert10.wav", |
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"zombie2/zo_alert20.wav", |
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"zombie2/zo_alert30.wav", |
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}; |
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const char *CZombie2::pPainSounds[] = |
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{ |
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"zombie2/zo_pain1.wav", |
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"zombie2/zo_pain2.wav", |
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}; |
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void CZombie2 :: 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, pPainSounds[ RANDOM_LONG(0,ARRAYSIZE(pPainSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CZombie2 :: 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, pAlertSounds[ RANDOM_LONG(0,ARRAYSIZE(pAlertSounds)-1) ], 1.0, ATTN_NORM, 0, pitch ); |
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} |
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void CZombie2 :: 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, pIdleSounds[ RANDOM_LONG(0,ARRAYSIZE(pIdleSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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} |
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void CZombie2 :: AttackSound( void ) |
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{ |
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// Play a random attack sound |
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EMIT_SOUND_DYN ( ENT(pev), CHAN_VOICE, pAttackSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackSounds)-1) ], 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG(-5,5) ); |
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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 CZombie2 :: 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.zombie2DmgOneSlash, 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, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 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, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 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.zombie2DmgOneSlash, 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, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 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, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 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.zombie2DmgBothSlash, 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, pAttackHitSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackHitSounds)-1) ], 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, pAttackMissSounds[ RANDOM_LONG(0,ARRAYSIZE(pAttackMissSounds)-1) ], 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 CZombie2 :: 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/zombie2.mdl"); |
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UTIL_SetSize( pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX ); |
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pev->solid = SOLID_SLIDEBOX; |
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pev->movetype = MOVETYPE_STEP; |
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m_bloodColor = BLOOD_COLOR_RED; |
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if (pev->health == 0) |
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pev->health = gSkillData.zombie2Health; |
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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 CZombie2 :: Precache() |
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{ |
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int i; |
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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/zombie2.mdl"); |
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for ( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ ) |
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PRECACHE_SOUND( pAttackHitSounds[i] ); |
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for ( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ ) |
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PRECACHE_SOUND( pAttackMissSounds[i] ); |
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for ( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ ) |
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PRECACHE_SOUND( pAttackSounds[i] ); |
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for ( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ ) |
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PRECACHE_SOUND( pIdleSounds[i] ); |
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for ( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ ) |
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PRECACHE_SOUND( pAlertSounds[i] ); |
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for ( i = 0; i < ARRAYSIZE( pPainSounds ); i++ ) |
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PRECACHE_SOUND( pPainSounds[i] ); |
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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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