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601 lines
14 KiB
601 lines
14 KiB
/*** |
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* |
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* Copyright (c) 1996-2001, 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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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#if !defined( OEM_BUILD ) && !defined( HLDEMO_BUILD ) |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "soundent.h" |
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#include "gamerules.h" |
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enum w_penguin_e { |
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WPENGUIN_IDLE1 = 0, |
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WPENGUIN_FIDGET, |
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WPENGUIN_JUMP, |
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WPENGUIN_RUN, |
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}; |
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enum penguin_e { |
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PENGUIN_IDLE1 = 0, |
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PENGUIN_FIDGETFIT, |
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PENGUIN_FIDGETNIP, |
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PENGUIN_DOWN, |
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PENGUIN_UP, |
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PENGUIN_THROW |
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}; |
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#ifndef CLIENT_DLL |
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class CPenguinGrenade : public CGrenade |
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{ |
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void Spawn(void); |
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void Precache(void); |
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int Classify(void); |
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void EXPORT SuperBounceTouch(CBaseEntity *pOther); |
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void EXPORT HuntThink(void); |
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int BloodColor(void) { return BLOOD_COLOR_YELLOW; } |
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void Killed(entvars_t *pevAttacker, int iGib); |
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void GibMonster(void); |
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virtual int Save(CSave &save); |
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virtual int Restore(CRestore &restore); |
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static TYPEDESCRIPTION m_SaveData[]; |
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static float m_flNextBounceSoundTime; |
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// CBaseEntity *m_pTarget; |
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float m_flDie; |
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Vector m_vecTarget; |
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float m_flNextHunt; |
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float m_flNextHit; |
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Vector m_posPrev; |
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EHANDLE m_hOwner; |
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int m_iMyClass; |
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}; |
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float CPenguinGrenade::m_flNextBounceSoundTime = 0; |
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LINK_ENTITY_TO_CLASS(monster_penguin, CPenguinGrenade); |
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TYPEDESCRIPTION CPenguinGrenade::m_SaveData[] = |
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{ |
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DEFINE_FIELD(CPenguinGrenade, m_flDie, FIELD_TIME), |
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DEFINE_FIELD(CPenguinGrenade, m_vecTarget, FIELD_VECTOR), |
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DEFINE_FIELD(CPenguinGrenade, m_flNextHunt, FIELD_TIME), |
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DEFINE_FIELD(CPenguinGrenade, m_flNextHit, FIELD_TIME), |
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DEFINE_FIELD(CPenguinGrenade, m_posPrev, FIELD_POSITION_VECTOR), |
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DEFINE_FIELD(CPenguinGrenade, m_hOwner, FIELD_EHANDLE), |
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}; |
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IMPLEMENT_SAVERESTORE(CPenguinGrenade, CGrenade); |
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#define PENGUIN_DETONATE_DELAY 15.0 |
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int CPenguinGrenade::Classify(void) |
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{ |
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if (m_iMyClass != 0) |
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return m_iMyClass; // protect against recursion |
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if (m_hEnemy != 0) |
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{ |
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m_iMyClass = CLASS_INSECT; // no one cares about it |
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switch (m_hEnemy->Classify()) |
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{ |
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case CLASS_PLAYER: |
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case CLASS_HUMAN_PASSIVE: |
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case CLASS_HUMAN_MILITARY: |
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m_iMyClass = 0; |
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return CLASS_ALIEN_MILITARY; // barney's get mad, grunts get mad at it |
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} |
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m_iMyClass = 0; |
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} |
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return CLASS_ALIEN_BIOWEAPON; |
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} |
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void CPenguinGrenade::Spawn(void) |
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{ |
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Precache(); |
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// motor |
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pev->movetype = MOVETYPE_BOUNCE; |
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pev->solid = SOLID_BBOX; |
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SET_MODEL(ENT(pev), "models/w_penguin.mdl"); |
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UTIL_SetSize(pev, Vector(-4, -4, 0), Vector(4, 4, 8)); |
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UTIL_SetOrigin(pev, pev->origin); |
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SetTouch(&CPenguinGrenade::SuperBounceTouch); |
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SetThink(&CPenguinGrenade::HuntThink); |
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pev->nextthink = gpGlobals->time + 0.1; |
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m_flNextHunt = gpGlobals->time + 1E6; |
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pev->flags |= FL_MONSTER; |
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pev->takedamage = DAMAGE_AIM; |
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pev->health = gSkillData.snarkHealth; |
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pev->gravity = 0.5; |
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pev->friction = 0.5; |
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pev->dmg = gSkillData.snarkDmgPop; |
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m_flDie = gpGlobals->time + PENGUIN_DETONATE_DELAY; |
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m_flFieldOfView = 0; // 180 degrees |
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if (pev->owner) |
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m_hOwner = Instance(pev->owner); |
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m_flNextBounceSoundTime = gpGlobals->time;// reset each time a snark is spawned. |
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pev->sequence = WPENGUIN_RUN; |
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ResetSequenceInfo(); |
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} |
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void CPenguinGrenade::Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_penguin.mdl"); |
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PRECACHE_SOUND("squeek/sqk_blast1.wav"); |
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PRECACHE_SOUND("common/bodysplat.wav"); |
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PRECACHE_SOUND("squeek/sqk_die1.wav"); |
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PRECACHE_SOUND("squeek/sqk_hunt1.wav"); |
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PRECACHE_SOUND("squeek/sqk_hunt2.wav"); |
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PRECACHE_SOUND("squeek/sqk_hunt3.wav"); |
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PRECACHE_SOUND("squeek/sqk_deploy1.wav"); |
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} |
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void CPenguinGrenade::Killed(entvars_t *pevAttacker, int iGib) |
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{ |
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pev->model = iStringNull;// make invisible |
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SetThink(&CPenguinGrenade::SUB_Remove); |
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SetTouch(NULL); |
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pev->nextthink = gpGlobals->time + 0.1; |
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// since squeak grenades never leave a body behind, clear out their takedamage now. |
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// Squeaks do a bit of radius damage when they pop, and that radius damage will |
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// continue to call this function unless we acknowledge the Squeak's death now. (sjb) |
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pev->takedamage = DAMAGE_NO; |
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// play squeek blast |
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EMIT_SOUND_DYN(ENT(pev), CHAN_ITEM, "squeek/sqk_blast1.wav", 1, 0.5, 0, PITCH_NORM); |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, SMALL_EXPLOSION_VOLUME, 3.0); |
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UTIL_BloodDrips(pev->origin, g_vecZero, BloodColor(), 80); |
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if (m_hOwner != 0) |
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RadiusDamage(pev, m_hOwner->pev, pev->dmg, CLASS_NONE, DMG_BLAST); |
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else |
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RadiusDamage(pev, pev, pev->dmg, CLASS_NONE, DMG_BLAST); |
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// reset owner so death message happens |
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if (m_hOwner != 0) |
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pev->owner = m_hOwner->edict(); |
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CBaseMonster::Killed(pevAttacker, GIB_ALWAYS); |
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} |
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void CPenguinGrenade::GibMonster(void) |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "common/bodysplat.wav", 0.75, ATTN_NORM, 0, 200); |
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} |
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void CPenguinGrenade::HuntThink(void) |
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{ |
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// ALERT( at_console, "think\n" ); |
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if (!IsInWorld()) |
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{ |
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SetTouch(NULL); |
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UTIL_Remove(this); |
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return; |
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} |
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StudioFrameAdvance(); |
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pev->nextthink = gpGlobals->time + 0.1; |
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// explode when ready |
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if (gpGlobals->time >= m_flDie) |
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{ |
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g_vecAttackDir = pev->velocity.Normalize(); |
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pev->health = -1; |
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Killed(pev, 0); |
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return; |
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} |
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// float |
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if (pev->waterlevel != 0) |
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{ |
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if (pev->movetype == MOVETYPE_BOUNCE) |
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{ |
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pev->movetype = MOVETYPE_FLY; |
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} |
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pev->velocity = pev->velocity * 0.9; |
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pev->velocity.z += 8.0; |
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} |
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else if (pev->movetype = MOVETYPE_FLY) |
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{ |
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pev->movetype = MOVETYPE_BOUNCE; |
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} |
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// return if not time to hunt |
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if (m_flNextHunt > gpGlobals->time) |
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return; |
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m_flNextHunt = gpGlobals->time + 2.0; |
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CBaseEntity *pOther = NULL; |
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Vector vecDir; |
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TraceResult tr; |
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Vector vecFlat = pev->velocity; |
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vecFlat.z = 0; |
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vecFlat = vecFlat.Normalize(); |
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UTIL_MakeVectors(pev->angles); |
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if (m_hEnemy == 0 || !m_hEnemy->IsAlive()) |
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{ |
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// find target, bounce a bit towards it. |
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Look(512); |
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m_hEnemy = BestVisibleEnemy(); |
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} |
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// squeek if it's about time blow up |
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if ((m_flDie - gpGlobals->time <= 0.5) && (m_flDie - gpGlobals->time >= 0.3)) |
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{ |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_die1.wav", 1, ATTN_NORM, 0, 100 + RANDOM_LONG(0, 0x3F)); |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 256, 0.25); |
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} |
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// higher pitch as squeeker gets closer to detonation time |
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float flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / PENGUIN_DETONATE_DELAY); |
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if (flpitch < 80) |
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flpitch = 80; |
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if (m_hEnemy != 0) |
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{ |
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if (FVisible(m_hEnemy)) |
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{ |
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vecDir = m_hEnemy->EyePosition() - pev->origin; |
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m_vecTarget = vecDir.Normalize(); |
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} |
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float flVel = pev->velocity.Length(); |
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float flAdj = 50.0 / (flVel + 10.0); |
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if (flAdj > 1.2) |
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flAdj = 1.2; |
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// ALERT( at_console, "think : enemy\n"); |
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// ALERT( at_console, "%.0f %.2f %.2f %.2f\n", flVel, m_vecTarget.x, m_vecTarget.y, m_vecTarget.z ); |
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pev->velocity = pev->velocity * flAdj + m_vecTarget * 300; |
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} |
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if (pev->flags & FL_ONGROUND) |
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{ |
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pev->avelocity = Vector(0, 0, 0); |
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} |
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else |
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{ |
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if (pev->avelocity == Vector(0, 0, 0)) |
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{ |
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pev->avelocity.x = RANDOM_FLOAT(-100, 100); |
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pev->avelocity.z = RANDOM_FLOAT(-100, 100); |
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} |
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} |
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if ((pev->origin - m_posPrev).Length() < 1.0) |
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{ |
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pev->velocity.x = RANDOM_FLOAT(-100, 100); |
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pev->velocity.y = RANDOM_FLOAT(-100, 100); |
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} |
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m_posPrev = pev->origin; |
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pev->angles = UTIL_VecToAngles(pev->velocity); |
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pev->angles.z = 0; |
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pev->angles.x = 0; |
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} |
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void CPenguinGrenade::SuperBounceTouch(CBaseEntity *pOther) |
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{ |
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float flpitch; |
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TraceResult tr = UTIL_GetGlobalTrace(); |
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// don't hit the guy that launched this grenade |
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if (pev->owner && pOther->edict() == pev->owner) |
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return; |
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// at least until we've bounced once |
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pev->owner = NULL; |
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pev->angles.x = 0; |
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pev->angles.z = 0; |
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// avoid bouncing too much |
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if (m_flNextHit > gpGlobals->time) |
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return; |
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// higher pitch as squeeker gets closer to detonation time |
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flpitch = 155.0 - 60.0 * ((m_flDie - gpGlobals->time) / PENGUIN_DETONATE_DELAY); |
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if (pOther->pev->takedamage && m_flNextAttack < gpGlobals->time) |
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{ |
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// attack! |
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// make sure it's me who has touched them |
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if (tr.pHit == pOther->edict()) |
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{ |
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// and it's not another squeakgrenade |
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if (tr.pHit->v.modelindex != pev->modelindex) |
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{ |
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// ALERT( at_console, "hit enemy\n"); |
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ClearMultiDamage(); |
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pOther->TraceAttack(pev, gSkillData.snarkDmgBite, gpGlobals->v_forward, &tr, DMG_SLASH); |
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if (m_hOwner != 0) |
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ApplyMultiDamage(pev, m_hOwner->pev); |
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else |
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ApplyMultiDamage(pev, pev); |
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pev->dmg += gSkillData.snarkDmgPop; // add more explosion damage |
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// m_flDie += 2.0; // add more life |
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// make bite sound |
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "squeek/sqk_deploy1.wav", 1.0, ATTN_NORM, 0, (int)flpitch); |
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m_flNextAttack = gpGlobals->time + 0.5; |
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} |
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} |
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else |
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{ |
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// ALERT( at_console, "been hit\n"); |
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} |
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} |
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m_flNextHit = gpGlobals->time + 0.1; |
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m_flNextHunt = gpGlobals->time; |
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if (g_pGameRules->IsMultiplayer()) |
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{ |
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// in multiplayer, we limit how often snarks can make their bounce sounds to prevent overflows. |
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if (gpGlobals->time < m_flNextBounceSoundTime) |
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{ |
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// too soon! |
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return; |
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} |
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} |
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if (!(pev->flags & FL_ONGROUND)) |
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{ |
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// play bounce sound |
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float flRndSound = RANDOM_FLOAT(0, 1); |
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if (flRndSound <= 0.33) |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt1.wav", 1, ATTN_NORM, 0, (int)flpitch); |
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else if (flRndSound <= 0.66) |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, (int)flpitch); |
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else |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, (int)flpitch); |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 256, 0.25); |
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} |
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else |
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{ |
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// skittering sound |
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CSoundEnt::InsertSound(bits_SOUND_COMBAT, pev->origin, 100, 0.1); |
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} |
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m_flNextBounceSoundTime = gpGlobals->time + 0.5;// half second. |
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} |
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#endif |
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LINK_ENTITY_TO_CLASS(weapon_penguin, CPenguin); |
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void CPenguin::Spawn() |
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{ |
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Precache(); |
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m_iId = WEAPON_PENGUIN; |
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SET_MODEL(ENT(pev), "models/w_penguinnest.mdl"); |
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FallInit();//get ready to fall down. |
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m_iDefaultAmmo = PENGUIN_DEFAULT_GIVE; |
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pev->sequence = 1; |
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pev->animtime = gpGlobals->time; |
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pev->framerate = 1.0; |
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} |
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void CPenguin::Precache(void) |
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{ |
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PRECACHE_MODEL("models/w_penguinnest.mdl"); |
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PRECACHE_MODEL("models/v_penguin.mdl"); |
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PRECACHE_MODEL("models/p_penguin.mdl"); |
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PRECACHE_SOUND("squeek/sqk_hunt2.wav"); |
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PRECACHE_SOUND("squeek/sqk_hunt3.wav"); |
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UTIL_PrecacheOther("monster_penguin"); |
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m_usPenguinFire = PRECACHE_EVENT(1, "events/penguinfire.sc"); |
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} |
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int CPenguin::GetItemInfo(ItemInfo *p) |
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{ |
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p->pszName = STRING(pev->classname); |
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p->pszAmmo1 = "Penguins"; |
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p->iMaxAmmo1 = PENGUIN_MAX_CARRY; |
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p->pszAmmo2 = NULL; |
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p->iMaxAmmo2 = -1; |
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p->iMaxClip = WEAPON_NOCLIP; |
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p->iSlot = 4; |
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p->iPosition = 4; |
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p->iId = m_iId = WEAPON_PENGUIN; |
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p->iWeight = PENGUIN_WEIGHT; |
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p->iFlags = ITEM_FLAG_LIMITINWORLD | ITEM_FLAG_EXHAUSTIBLE; |
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return 1; |
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} |
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BOOL CPenguin::Deploy() |
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{ |
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// play hunt sound |
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float flRndSound = RANDOM_FLOAT(0, 1); |
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if (flRndSound <= 0.5) |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 100); |
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else |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 100); |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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return DefaultDeploy("models/v_penguin.mdl", "models/p_penguin.mdl", PENGUIN_UP, "penguin"); |
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} |
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void CPenguin::Holster(int skiplocal /* = 0 */) |
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{ |
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m_pPlayer->m_flNextAttack = UTIL_WeaponTimeBase() + 0.5; |
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if (!m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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m_pPlayer->pev->weapons &= ~(1 << WEAPON_PENGUIN); |
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SetThink(&CPenguin::DestroyItem); |
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pev->nextthink = gpGlobals->time + 0.1; |
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return; |
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} |
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SendWeaponAnim(PENGUIN_DOWN); |
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EMIT_SOUND(ENT(m_pPlayer->pev), CHAN_WEAPON, "common/null.wav", 1.0, ATTN_NORM); |
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} |
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void CPenguin::PrimaryAttack() |
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{ |
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if (m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]) |
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{ |
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UTIL_MakeVectors(m_pPlayer->pev->v_angle); |
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TraceResult tr; |
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Vector trace_origin; |
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// HACK HACK: Ugly hacks to handle change in origin based on new physics code for players |
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// Move origin up if crouched and start trace a bit outside of body ( 20 units instead of 16 ) |
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trace_origin = m_pPlayer->pev->origin; |
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if (m_pPlayer->pev->flags & FL_DUCKING) |
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{ |
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trace_origin = trace_origin - (VEC_HULL_MIN - VEC_DUCK_HULL_MIN); |
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} |
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// find place to toss monster |
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UTIL_TraceLine(trace_origin + gpGlobals->v_forward * 20, trace_origin + gpGlobals->v_forward * 64, dont_ignore_monsters, NULL, &tr); |
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int flags; |
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#ifdef CLIENT_WEAPONS |
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flags = FEV_NOTHOST; |
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#else |
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flags = 0; |
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#endif |
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PLAYBACK_EVENT_FULL(flags, m_pPlayer->edict(), m_usPenguinFire, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0); |
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if (tr.fAllSolid == 0 && tr.fStartSolid == 0 && tr.flFraction > 0.25) |
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{ |
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// player "shoot" animation |
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m_pPlayer->SetAnimation(PLAYER_ATTACK1); |
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#ifndef CLIENT_DLL |
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CBaseEntity *pSqueak = CBaseEntity::Create("monster_penguin", tr.vecEndPos, m_pPlayer->pev->v_angle, m_pPlayer->edict()); |
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pSqueak->pev->velocity = gpGlobals->v_forward * 200 + m_pPlayer->pev->velocity; |
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#endif |
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// play hunt sound |
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float flRndSound = RANDOM_FLOAT(0, 1); |
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if (flRndSound <= 0.5) |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt2.wav", 1, ATTN_NORM, 0, 105); |
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else |
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EMIT_SOUND_DYN(ENT(pev), CHAN_VOICE, "squeek/sqk_hunt3.wav", 1, ATTN_NORM, 0, 105); |
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m_pPlayer->m_iWeaponVolume = QUIET_GUN_VOLUME; |
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m_pPlayer->m_rgAmmo[m_iPrimaryAmmoType]--; |
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m_fJustThrown = 1; |
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m_flNextPrimaryAttack = GetNextAttackDelay(0.3); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 1.0; |
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} |
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} |
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} |
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|
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void CPenguin::SecondaryAttack(void) |
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{ |
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} |
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void CPenguin::WeaponIdle(void) |
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{ |
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if (m_flTimeWeaponIdle > UTIL_WeaponTimeBase()) |
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return; |
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|
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if (m_fJustThrown) |
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{ |
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m_fJustThrown = 0; |
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|
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if (!m_pPlayer->m_rgAmmo[PrimaryAmmoIndex()]) |
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{ |
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RetireWeapon(); |
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return; |
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} |
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|
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SendWeaponAnim(PENGUIN_UP); |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + UTIL_SharedRandomFloat(m_pPlayer->random_seed, 10, 15); |
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return; |
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} |
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|
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int iAnim; |
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float flRand = UTIL_SharedRandomFloat(m_pPlayer->random_seed, 0, 1); |
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if (flRand <= 0.75) |
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{ |
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iAnim = PENGUIN_IDLE1; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 30.0 / 16 * (2); |
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} |
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else if (flRand <= 0.875) |
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{ |
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iAnim = PENGUIN_FIDGETFIT; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 70.0 / 16.0; |
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} |
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else |
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{ |
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iAnim = PENGUIN_FIDGETNIP; |
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m_flTimeWeaponIdle = UTIL_WeaponTimeBase() + 80.0 / 16.0; |
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} |
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SendWeaponAnim(iAnim); |
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} |
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#endif
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