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hlsdk-xash3d/dlls/tentacle.cpp

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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
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#if !OEM_BUILD && !HLDEMO_BUILD
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/*
h_tentacle.cpp - silo of death tentacle monster (half life)
*/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "weapons.h"
#include "soundent.h"
#define ACT_T_IDLE 1010
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#define ACT_T_TAP 1020
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#define ACT_T_STRIKE 1030
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#define ACT_T_REARIDLE 1040
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class CTentacle : public CBaseMonster
{
public:
CTentacle( void );
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void Spawn();
void Precache();
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void KeyValue( KeyValueData *pkvd );
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int Save( CSave &save );
int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
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// Don't allow the tentacle to go across transitions!!!
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virtual int ObjectCaps( void ) { return CBaseMonster::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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void SetObjectCollisionBox( void )
{
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pev->absmin = pev->origin + Vector( -400, -400, 0 );
pev->absmax = pev->origin + Vector( 400, 400, 850 );
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}
void EXPORT Cycle( void );
void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT Start( void );
void EXPORT DieThink( void );
void EXPORT Test( void );
void EXPORT HitTouch( CBaseEntity *pOther );
float HearingSensitivity( void ) { return 2.0; };
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int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
void Killed( entvars_t *pevAttacker, int iGib );
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MONSTERSTATE GetIdealState( void ) { return MONSTERSTATE_IDLE; };
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int CanPlaySequence( BOOL fDisregardState ) { return TRUE; };
int Classify( void );
int Level( float dz );
int MyLevel( void );
float MyHeight( void );
float m_flInitialYaw;
int m_iGoalAnim;
int m_iLevel;
int m_iDir;
float m_flFramerateAdj;
float m_flSoundYaw;
int m_iSoundLevel;
float m_flSoundTime;
float m_flSoundRadius;
int m_iHitDmg;
float m_flHitTime;
float m_flTapRadius;
float m_flNextSong;
static int g_fFlySound;
static int g_fSquirmSound;
float m_flMaxYaw;
int m_iTapSound;
Vector m_vecPrevSound;
float m_flPrevSoundTime;
static const char *pHitSilo[];
static const char *pHitDirt[];
static const char *pHitWater[];
};
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int CTentacle::g_fFlySound;
int CTentacle::g_fSquirmSound;
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LINK_ENTITY_TO_CLASS( monster_tentacle, CTentacle )
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// stike sounds
#define TE_NONE -1
#define TE_SILO 0
#define TE_DIRT 1
#define TE_WATER 2
const char *CTentacle::pHitSilo[] =
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{
"tentacle/te_strike1.wav",
"tentacle/te_strike2.wav",
};
const char *CTentacle::pHitDirt[] =
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{
"player/pl_dirt1.wav",
"player/pl_dirt2.wav",
"player/pl_dirt3.wav",
"player/pl_dirt4.wav",
};
const char *CTentacle::pHitWater[] =
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{
"player/pl_slosh1.wav",
"player/pl_slosh2.wav",
"player/pl_slosh3.wav",
"player/pl_slosh4.wav",
};
TYPEDESCRIPTION CTentacle::m_SaveData[] =
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{
DEFINE_FIELD( CTentacle, m_flInitialYaw, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_iGoalAnim, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_iLevel, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_iDir, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flFramerateAdj, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_flSoundYaw, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_iSoundLevel, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flSoundTime, FIELD_TIME ),
DEFINE_FIELD( CTentacle, m_flSoundRadius, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_iHitDmg, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flHitTime, FIELD_TIME ),
DEFINE_FIELD( CTentacle, m_flTapRadius, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_flNextSong, FIELD_TIME ),
DEFINE_FIELD( CTentacle, m_iTapSound, FIELD_INTEGER ),
DEFINE_FIELD( CTentacle, m_flMaxYaw, FIELD_FLOAT ),
DEFINE_FIELD( CTentacle, m_vecPrevSound, FIELD_POSITION_VECTOR ),
DEFINE_FIELD( CTentacle, m_flPrevSoundTime, FIELD_TIME ),
};
IMPLEMENT_SAVERESTORE( CTentacle, CBaseMonster )
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// animation sequence aliases
typedef enum
{
TENTACLE_ANIM_Pit_Idle,
TENTACLE_ANIM_rise_to_Temp1,
TENTACLE_ANIM_Temp1_to_Floor,
TENTACLE_ANIM_Floor_Idle,
TENTACLE_ANIM_Floor_Fidget_Pissed,
TENTACLE_ANIM_Floor_Fidget_SmallRise,
TENTACLE_ANIM_Floor_Fidget_Wave,
TENTACLE_ANIM_Floor_Strike,
TENTACLE_ANIM_Floor_Tap,
TENTACLE_ANIM_Floor_Rotate,
TENTACLE_ANIM_Floor_Rear,
TENTACLE_ANIM_Floor_Rear_Idle,
TENTACLE_ANIM_Floor_to_Lev1,
TENTACLE_ANIM_Lev1_Idle,
TENTACLE_ANIM_Lev1_Fidget_Claw,
TENTACLE_ANIM_Lev1_Fidget_Shake,
TENTACLE_ANIM_Lev1_Fidget_Snap,
TENTACLE_ANIM_Lev1_Strike,
TENTACLE_ANIM_Lev1_Tap,
TENTACLE_ANIM_Lev1_Rotate,
TENTACLE_ANIM_Lev1_Rear,
TENTACLE_ANIM_Lev1_Rear_Idle,
TENTACLE_ANIM_Lev1_to_Lev2,
TENTACLE_ANIM_Lev2_Idle,
TENTACLE_ANIM_Lev2_Fidget_Shake,
TENTACLE_ANIM_Lev2_Fidget_Swing,
TENTACLE_ANIM_Lev2_Fidget_Tut,
TENTACLE_ANIM_Lev2_Strike,
TENTACLE_ANIM_Lev2_Tap,
TENTACLE_ANIM_Lev2_Rotate,
TENTACLE_ANIM_Lev2_Rear,
TENTACLE_ANIM_Lev2_Rear_Idle,
TENTACLE_ANIM_Lev2_to_Lev3,
TENTACLE_ANIM_Lev3_Idle,
TENTACLE_ANIM_Lev3_Fidget_Shake,
TENTACLE_ANIM_Lev3_Fidget_Side,
TENTACLE_ANIM_Lev3_Fidget_Swipe,
TENTACLE_ANIM_Lev3_Strike,
TENTACLE_ANIM_Lev3_Tap,
TENTACLE_ANIM_Lev3_Rotate,
TENTACLE_ANIM_Lev3_Rear,
TENTACLE_ANIM_Lev3_Rear_Idle,
TENTACLE_ANIM_Lev1_Door_reach,
TENTACLE_ANIM_Lev3_to_Engine,
TENTACLE_ANIM_Engine_Idle,
TENTACLE_ANIM_Engine_Sway,
TENTACLE_ANIM_Engine_Swat,
TENTACLE_ANIM_Engine_Bob,
TENTACLE_ANIM_Engine_Death1,
TENTACLE_ANIM_Engine_Death2,
TENTACLE_ANIM_Engine_Death3,
TENTACLE_ANIM_none
} TENTACLE_ANIM;
//=========================================================
// Classify - indicates this monster's place in the
// relationship table.
//=========================================================
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int CTentacle::Classify( void )
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{
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return CLASS_ALIEN_MONSTER;
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}
//
// Tentacle Spawn
//
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void CTentacle::Spawn()
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{
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Precache();
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pev->solid = SOLID_BBOX;
pev->movetype = MOVETYPE_FLY;
pev->effects = 0;
pev->health = 75;
pev->sequence = 0;
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SET_MODEL( ENT( pev ), "models/tentacle2.mdl" );
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UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
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pev->takedamage = DAMAGE_AIM;
pev->flags |= FL_MONSTER;
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m_bloodColor = BLOOD_COLOR_GREEN;
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SetThink( &CTentacle::Start );
SetTouch( &CTentacle::HitTouch );
SetUse( &CTentacle::CommandUse );
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pev->nextthink = gpGlobals->time + 0.2f;
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ResetSequenceInfo();
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m_iDir = 1;
pev->yaw_speed = 18;
m_flInitialYaw = pev->angles.y;
pev->ideal_yaw = m_flInitialYaw;
g_fFlySound = FALSE;
g_fSquirmSound = FALSE;
m_iHitDmg = 20;
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if( m_flMaxYaw <= 0 )
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m_flMaxYaw = 65;
m_MonsterState = MONSTERSTATE_IDLE;
// SetThink( &Test );
UTIL_SetOrigin( pev, pev->origin );
}
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void CTentacle::Precache()
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{
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PRECACHE_MODEL( "models/tentacle2.mdl" );
PRECACHE_SOUND( "ambience/flies.wav" );
PRECACHE_SOUND( "ambience/squirm2.wav" );
PRECACHE_SOUND( "tentacle/te_alert1.wav" );
PRECACHE_SOUND( "tentacle/te_alert2.wav" );
PRECACHE_SOUND( "tentacle/te_flies1.wav" );
PRECACHE_SOUND( "tentacle/te_move1.wav" );
PRECACHE_SOUND( "tentacle/te_move2.wav" );
PRECACHE_SOUND( "tentacle/te_roar1.wav" );
PRECACHE_SOUND( "tentacle/te_roar2.wav" );
PRECACHE_SOUND( "tentacle/te_search1.wav" );
PRECACHE_SOUND( "tentacle/te_search2.wav" );
PRECACHE_SOUND( "tentacle/te_sing1.wav" );
PRECACHE_SOUND( "tentacle/te_sing2.wav" );
PRECACHE_SOUND( "tentacle/te_squirm2.wav" );
PRECACHE_SOUND( "tentacle/te_strike1.wav" );
PRECACHE_SOUND( "tentacle/te_strike2.wav" );
PRECACHE_SOUND( "tentacle/te_swing1.wav" );
PRECACHE_SOUND( "tentacle/te_swing2.wav" );
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PRECACHE_SOUND_ARRAY( pHitSilo );
PRECACHE_SOUND_ARRAY( pHitDirt );
PRECACHE_SOUND_ARRAY( pHitWater );
}
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CTentacle::CTentacle()
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{
m_flMaxYaw = 65;
m_iTapSound = 0;
}
void CTentacle::KeyValue( KeyValueData *pkvd )
{
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if( FStrEq( pkvd->szKeyName, "sweeparc" ) )
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{
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m_flMaxYaw = atof( pkvd->szValue ) * 0.5f;
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pkvd->fHandled = TRUE;
}
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else if( FStrEq( pkvd->szKeyName, "sound" ) )
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{
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m_iTapSound = atoi( pkvd->szValue );
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pkvd->fHandled = TRUE;
}
else
CBaseMonster::KeyValue( pkvd );
}
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int CTentacle::Level( float dz )
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{
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if( dz < 216 )
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return 0;
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if( dz < 408 )
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return 1;
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if( dz < 600 )
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return 2;
return 3;
}
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float CTentacle::MyHeight()
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{
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switch( MyLevel() )
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{
case 1:
return 256;
case 2:
return 448;
case 3:
return 640;
}
return 0;
}
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int CTentacle::MyLevel()
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{
switch( pev->sequence )
{
case TENTACLE_ANIM_Pit_Idle:
return -1;
case TENTACLE_ANIM_rise_to_Temp1:
case TENTACLE_ANIM_Temp1_to_Floor:
case TENTACLE_ANIM_Floor_to_Lev1:
return 0;
case TENTACLE_ANIM_Floor_Idle:
case TENTACLE_ANIM_Floor_Fidget_Pissed:
case TENTACLE_ANIM_Floor_Fidget_SmallRise:
case TENTACLE_ANIM_Floor_Fidget_Wave:
case TENTACLE_ANIM_Floor_Strike:
case TENTACLE_ANIM_Floor_Tap:
case TENTACLE_ANIM_Floor_Rotate:
case TENTACLE_ANIM_Floor_Rear:
case TENTACLE_ANIM_Floor_Rear_Idle:
return 0;
case TENTACLE_ANIM_Lev1_Idle:
case TENTACLE_ANIM_Lev1_Fidget_Claw:
case TENTACLE_ANIM_Lev1_Fidget_Shake:
case TENTACLE_ANIM_Lev1_Fidget_Snap:
case TENTACLE_ANIM_Lev1_Strike:
case TENTACLE_ANIM_Lev1_Tap:
case TENTACLE_ANIM_Lev1_Rotate:
case TENTACLE_ANIM_Lev1_Rear:
case TENTACLE_ANIM_Lev1_Rear_Idle:
return 1;
case TENTACLE_ANIM_Lev1_to_Lev2:
return 1;
case TENTACLE_ANIM_Lev2_Idle:
case TENTACLE_ANIM_Lev2_Fidget_Shake:
case TENTACLE_ANIM_Lev2_Fidget_Swing:
case TENTACLE_ANIM_Lev2_Fidget_Tut:
case TENTACLE_ANIM_Lev2_Strike:
case TENTACLE_ANIM_Lev2_Tap:
case TENTACLE_ANIM_Lev2_Rotate:
case TENTACLE_ANIM_Lev2_Rear:
case TENTACLE_ANIM_Lev2_Rear_Idle:
return 2;
case TENTACLE_ANIM_Lev2_to_Lev3:
return 2;
case TENTACLE_ANIM_Lev3_Idle:
case TENTACLE_ANIM_Lev3_Fidget_Shake:
case TENTACLE_ANIM_Lev3_Fidget_Side:
case TENTACLE_ANIM_Lev3_Fidget_Swipe:
case TENTACLE_ANIM_Lev3_Strike:
case TENTACLE_ANIM_Lev3_Tap:
case TENTACLE_ANIM_Lev3_Rotate:
case TENTACLE_ANIM_Lev3_Rear:
case TENTACLE_ANIM_Lev3_Rear_Idle:
return 3;
case TENTACLE_ANIM_Lev1_Door_reach:
return -1;
}
return -1;
}
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void CTentacle::Test( void )
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{
pev->sequence = TENTACLE_ANIM_Floor_Strike;
pev->framerate = 0;
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StudioFrameAdvance();
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pev->nextthink = gpGlobals->time + 0.1f;
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}
//
// TentacleThink
//
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void CTentacle::Cycle( void )
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{
// ALERT( at_console, "%s %.2f %d %d\n", STRING( pev->targetname ), pev->origin.z, m_MonsterState, m_IdealMonsterState );
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pev->nextthink = gpGlobals-> time + 0.1f;
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// ALERT( at_console, "%s %d %d %d %f %f\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim, m_iDir, pev->framerate, pev->health );
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if( m_MonsterState == MONSTERSTATE_SCRIPT || m_IdealMonsterState == MONSTERSTATE_SCRIPT )
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{
pev->angles.y = m_flInitialYaw;
pev->ideal_yaw = m_flInitialYaw;
ClearConditions( IgnoreConditions() );
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MonsterThink();
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m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
return;
}
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DispatchAnimEvents();
StudioFrameAdvance();
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ChangeYaw( pev->yaw_speed );
CSound *pSound;
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Listen();
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// Listen will set this if there's something in my sound list
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if( HasConditions( bits_COND_HEAR_SOUND ) )
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pSound = PBestSound();
else
pSound = NULL;
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if( pSound )
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{
Vector vecDir;
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if( gpGlobals->time - m_flPrevSoundTime < 0.5f )
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{
float dt = gpGlobals->time - m_flPrevSoundTime;
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vecDir = pSound->m_vecOrigin + ( pSound->m_vecOrigin - m_vecPrevSound ) / dt - pev->origin;
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}
else
{
vecDir = pSound->m_vecOrigin - pev->origin;
}
m_flPrevSoundTime = gpGlobals->time;
m_vecPrevSound = pSound->m_vecOrigin;
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m_flSoundYaw = UTIL_VecToYaw( vecDir ) - m_flInitialYaw;
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m_iSoundLevel = Level( vecDir.z );
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if( m_flSoundYaw < -180 )
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m_flSoundYaw += 360;
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if( m_flSoundYaw > 180 )
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m_flSoundYaw -= 360;
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#if 0
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// ALERT( at_console, "sound %d %.0f\n", m_iSoundLevel, m_flSoundYaw );
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if( m_flSoundTime < gpGlobals->time )
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{
// play "I hear new something" sound
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const char *sound;
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
sound = "tentacle/te_alert1.wav";
break;
case 1:
sound = "tentacle/te_alert2.wav";
break;
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}
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// UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), sound, 1.0, ATTN_NORM, 0, 100 );
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}
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#endif
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m_flSoundTime = gpGlobals->time + RANDOM_FLOAT( 5.0f, 10.0f );
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}
// clip ideal_yaw
float dy = m_flSoundYaw;
switch( pev->sequence )
{
case TENTACLE_ANIM_Floor_Rear:
case TENTACLE_ANIM_Floor_Rear_Idle:
case TENTACLE_ANIM_Lev1_Rear:
case TENTACLE_ANIM_Lev1_Rear_Idle:
case TENTACLE_ANIM_Lev2_Rear:
case TENTACLE_ANIM_Lev2_Rear_Idle:
case TENTACLE_ANIM_Lev3_Rear:
case TENTACLE_ANIM_Lev3_Rear_Idle:
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if( dy < 0 && dy > -m_flMaxYaw )
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dy = -m_flMaxYaw;
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if( dy > 0 && dy < m_flMaxYaw )
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dy = m_flMaxYaw;
break;
default:
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if( dy < -m_flMaxYaw )
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dy = -m_flMaxYaw;
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if( dy > m_flMaxYaw )
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dy = m_flMaxYaw;
}
pev->ideal_yaw = m_flInitialYaw + dy;
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if( m_fSequenceFinished )
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{
// ALERT( at_console, "%s done %d %d\n", STRING( pev->targetname ), pev->sequence, m_iGoalAnim );
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if( pev->health <= 1 )
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{
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
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if( pev->sequence == TENTACLE_ANIM_Pit_Idle )
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{
pev->health = 75;
}
}
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else if( m_flSoundTime > gpGlobals->time )
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{
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if( m_flSoundYaw >= -( m_flMaxYaw + 30 ) && m_flSoundYaw <= ( m_flMaxYaw + 30 ) )
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{
// strike
m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
}
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else if( m_flSoundYaw >= -m_flMaxYaw * 2 && m_flSoundYaw <= m_flMaxYaw * 2 )
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{
// tap
m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
}
else
{
// go into rear idle
m_iGoalAnim = LookupActivity( ACT_T_REARIDLE + m_iSoundLevel );
}
}
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else if( pev->sequence == TENTACLE_ANIM_Pit_Idle )
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{
// stay in pit until hear noise
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
}
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else if( pev->sequence == m_iGoalAnim )
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{
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if( MyLevel() >= 0 && gpGlobals->time < m_flSoundTime )
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{
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if( RANDOM_LONG( 0, 9 ) < m_flSoundTime - gpGlobals->time )
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{
// continue stike
m_iGoalAnim = LookupActivity( ACT_T_STRIKE + m_iSoundLevel );
}
else
{
// tap
m_iGoalAnim = LookupActivity( ACT_T_TAP + m_iSoundLevel );
}
}
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else if( MyLevel() < 0 )
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{
m_iGoalAnim = LookupActivity( ACT_T_IDLE + 0 );
}
else
{
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if( m_flNextSong < gpGlobals->time )
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{
// play "I hear new something" sound
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const char *sound;
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switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
sound = "tentacle/te_sing1.wav";
break;
case 1:
sound = "tentacle/te_sing2.wav";
break;
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}
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EMIT_SOUND( ENT( pev ), CHAN_VOICE, sound, 1.0, ATTN_NORM );
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m_flNextSong = gpGlobals->time + RANDOM_FLOAT( 10, 20 );
}
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if( RANDOM_LONG( 0,15 ) == 0 )
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{
// idle on new level
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m_iGoalAnim = LookupActivity( ACT_T_IDLE + RANDOM_LONG( 0, 3 ) );
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}
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else if( RANDOM_LONG( 0, 3 ) == 0 )
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{
// tap
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m_iGoalAnim = LookupActivity( ACT_T_TAP + MyLevel() );
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}
else
{
// idle
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m_iGoalAnim = LookupActivity( ACT_T_IDLE + MyLevel() );
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}
}
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if( m_flSoundYaw < 0 )
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m_flSoundYaw += RANDOM_FLOAT( 2, 8 );
else
m_flSoundYaw -= RANDOM_FLOAT( 2, 8 );
}
pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir );
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if( m_iDir > 0 )
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{
pev->frame = 0;
}
else
{
m_iDir = -1; // just to safe
pev->frame = 255;
}
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ResetSequenceInfo();
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m_flFramerateAdj = RANDOM_FLOAT( -0.2f, 0.2f );
pev->framerate = m_iDir * 1.0f + m_flFramerateAdj;
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switch( pev->sequence )
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{
case TENTACLE_ANIM_Floor_Tap:
case TENTACLE_ANIM_Lev1_Tap:
case TENTACLE_ANIM_Lev2_Tap:
case TENTACLE_ANIM_Lev3_Tap:
{
Vector vecSrc;
UTIL_MakeVectors( pev->angles );
TraceResult tr1, tr2;
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vecSrc = pev->origin + Vector( 0, 0, MyHeight() - 4 );
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UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr1 );
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vecSrc = pev->origin + Vector( 0, 0, MyHeight() + 8 );
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UTIL_TraceLine( vecSrc, vecSrc + gpGlobals->v_forward * 512, ignore_monsters, ENT( pev ), &tr2 );
// ALERT( at_console, "%f %f\n", tr1.flFraction * 512, tr2.flFraction * 512 );
m_flTapRadius = SetBlending( 0, RANDOM_FLOAT( tr1.flFraction * 512, tr2.flFraction * 512 ) );
}
break;
default:
m_flTapRadius = 336; // 400 - 64
break;
}
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pev->view_ofs.z = MyHeight();
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// ALERT( at_console, "seq %d\n", pev->sequence );
}
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if( m_flPrevSoundTime + 2.0f > gpGlobals->time )
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{
// 1.5 normal speed if hears sounds
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pev->framerate = m_iDir * 1.5f + m_flFramerateAdj;
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}
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else if( m_flPrevSoundTime + 5.0f > gpGlobals->time )
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{
// slowdown to normal
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pev->framerate = m_iDir + m_iDir * ( 5 - ( gpGlobals->time - m_flPrevSoundTime ) ) / 2 + m_flFramerateAdj;
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}
}
void CTentacle::CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
// ALERT( at_console, "%s triggered %d\n", STRING( pev->targetname ), useType );
switch( useType )
{
case USE_OFF:
pev->takedamage = DAMAGE_NO;
SetThink( &CTentacle::DieThink );
m_iGoalAnim = TENTACLE_ANIM_Engine_Death1;
break;
case USE_ON:
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if( pActivator )
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{
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// ALERT( at_console, "insert sound\n" );
CSoundEnt::InsertSound( bits_SOUND_WORLD, pActivator->pev->origin, 1024, 1.0 );
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}
break;
case USE_SET:
break;
case USE_TOGGLE:
pev->takedamage = DAMAGE_NO;
SetThink( &CTentacle::DieThink );
m_iGoalAnim = TENTACLE_ANIM_Engine_Idle;
break;
}
}
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void CTentacle::DieThink( void )
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{
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pev->nextthink = gpGlobals-> time + 0.1f;
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DispatchAnimEvents();
StudioFrameAdvance();
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ChangeYaw( 24 );
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if( m_fSequenceFinished )
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{
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if( pev->sequence == m_iGoalAnim )
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{
switch( m_iGoalAnim )
{
case TENTACLE_ANIM_Engine_Idle:
case TENTACLE_ANIM_Engine_Sway:
case TENTACLE_ANIM_Engine_Swat:
case TENTACLE_ANIM_Engine_Bob:
m_iGoalAnim = TENTACLE_ANIM_Engine_Sway + RANDOM_LONG( 0, 2 );
break;
case TENTACLE_ANIM_Engine_Death1:
case TENTACLE_ANIM_Engine_Death2:
case TENTACLE_ANIM_Engine_Death3:
UTIL_Remove( this );
return;
}
}
// ALERT( at_console, "%d : %d => ", pev->sequence, m_iGoalAnim );
pev->sequence = FindTransition( pev->sequence, m_iGoalAnim, &m_iDir );
// ALERT( at_console, "%d\n", pev->sequence );
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if( m_iDir > 0 )
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{
pev->frame = 0;
}
else
{
pev->frame = 255;
}
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ResetSequenceInfo();
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float dy;
switch( pev->sequence )
{
case TENTACLE_ANIM_Floor_Rear:
case TENTACLE_ANIM_Floor_Rear_Idle:
case TENTACLE_ANIM_Lev1_Rear:
case TENTACLE_ANIM_Lev1_Rear_Idle:
case TENTACLE_ANIM_Lev2_Rear:
case TENTACLE_ANIM_Lev2_Rear_Idle:
case TENTACLE_ANIM_Lev3_Rear:
case TENTACLE_ANIM_Lev3_Rear_Idle:
case TENTACLE_ANIM_Engine_Idle:
case TENTACLE_ANIM_Engine_Sway:
case TENTACLE_ANIM_Engine_Swat:
case TENTACLE_ANIM_Engine_Bob:
case TENTACLE_ANIM_Engine_Death1:
case TENTACLE_ANIM_Engine_Death2:
case TENTACLE_ANIM_Engine_Death3:
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pev->framerate = RANDOM_FLOAT( m_iDir - 0.2f, m_iDir + 0.2f );
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dy = 180;
break;
default:
pev->framerate = 1.5;
dy = 0;
break;
}
pev->ideal_yaw = m_flInitialYaw + dy;
}
}
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void CTentacle::HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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const char *sound;
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switch( pEvent->event )
{
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case 1:
// bang
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{
Vector vecSrc, vecAngles;
GetAttachment( 0, vecSrc, vecAngles );
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// Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * ( 3.14192653 / 180.0 ) ), sin( pev->angles.y * ( M_PI / 180.0 ) ), 0.0 );
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// vecSrc.z += MyHeight();
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switch( m_iTapSound )
{
case TE_SILO:
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UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), 1.0, ATTN_NORM, 0, 100 );
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break;
case TE_NONE:
break;
case TE_DIRT:
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UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), 1.0, ATTN_NORM, 0, 100 );
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break;
case TE_WATER:
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UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), 1.0, ATTN_NORM, 0, 100 );
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break;
}
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gpGlobals->force_retouch++;
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}
break;
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case 3:
// start killing swing
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m_iHitDmg = 200;
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// UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), "tentacle/te_swing1.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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case 4:
// end killing swing
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m_iHitDmg = 25;
break;
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case 5:
// just "whoosh" sound
// UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), "tentacle/te_swing2.wav", 1.0, ATTN_NORM, 0, 100 );
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break;
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case 2:
// tap scrape
case 6:
// light tap
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{
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Vector vecSrc = pev->origin + m_flTapRadius * Vector( cos( pev->angles.y * ( M_PI_F / 180.0f ) ), sin( pev->angles.y * ( M_PI_F / 180.0f ) ), 0.0f );
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vecSrc.z += MyHeight();
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float flVol = RANDOM_FLOAT( 0.3f, 0.5f );
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switch( m_iTapSound )
{
case TE_SILO:
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UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitSilo ), flVol, ATTN_NORM, 0, 100 );
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break;
case TE_NONE:
break;
case TE_DIRT:
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UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitDirt ), flVol, ATTN_NORM, 0, 100 );
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break;
case TE_WATER:
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UTIL_EmitAmbientSound( ENT( pev ), vecSrc, RANDOM_SOUND_ARRAY( pHitWater ), flVol, ATTN_NORM, 0, 100 );
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break;
}
}
break;
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case 7:
// roar
switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
sound = "tentacle/te_roar1.wav";
break;
case 1:
sound = "tentacle/te_roar2.wav";
break;
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}
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UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), sound, 1.0, ATTN_NORM, 0, 100 );
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break;
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case 8:
// search
switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
sound = "tentacle/te_search1.wav";
break;
case 1:
sound = "tentacle/te_search2.wav";
break;
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}
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UTIL_EmitAmbientSound(ENT(pev), pev->origin + Vector( 0, 0, MyHeight()), sound, 1.0, ATTN_NORM, 0, 100);
break;
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case 9:
// swing
switch( RANDOM_LONG( 0, 1 ) )
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{
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case 0:
sound = "tentacle/te_move1.wav";
break;
case 1:
sound = "tentacle/te_move2.wav";
break;
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}
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UTIL_EmitAmbientSound( ENT( pev ), pev->origin + Vector( 0, 0, MyHeight() ), sound, 1.0, ATTN_NORM, 0, 100 );
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break;
default:
CBaseMonster::HandleAnimEvent( pEvent );
}
}
//
// TentacleStart
//
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// void CTentacle::Start( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
void CTentacle::Start( void )
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{
SetThink( &CTentacle::Cycle );
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if( !g_fFlySound )
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{
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EMIT_SOUND( ENT( pev ), CHAN_BODY, "ambience/flies.wav", 1, ATTN_NORM );
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g_fFlySound = TRUE;
//pev->nextthink = gpGlobals-> time + 0.1;
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}
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else if( !g_fSquirmSound )
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{
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EMIT_SOUND( ENT( pev ), CHAN_BODY, "ambience/squirm2.wav", 1, ATTN_NORM );
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g_fSquirmSound = TRUE;
}
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pev->nextthink = gpGlobals->time + 0.1f;
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}
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void CTentacle::HitTouch( CBaseEntity *pOther )
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{
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TraceResult tr = UTIL_GetGlobalTrace();
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if( pOther->pev->modelindex == pev->modelindex )
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return;
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if( m_flHitTime > gpGlobals->time )
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return;
// only look at the ones where the player hit me
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if( tr.pHit == NULL || tr.pHit->v.modelindex != pev->modelindex )
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return;
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if( tr.iHitgroup >= 3 )
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{
pOther->TakeDamage( pev, pev, m_iHitDmg, DMG_CRUSH );
// ALERT( at_console, "wack %3d : ", m_iHitDmg );
}
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else if( tr.iHitgroup != 0 )
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{
pOther->TakeDamage( pev, pev, 20, DMG_CRUSH );
// ALERT( at_console, "tap %3d : ", 20 );
}
else
{
return; // Huh?
}
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m_flHitTime = gpGlobals->time + 0.5f;
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// ALERT( at_console, "%s : ", STRING( tr.pHit->v.classname ) );
// ALERT( at_console, "%.0f : %s : %d\n", pev->angles.y, STRING( pOther->pev->classname ), tr.iHitgroup );
}
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int CTentacle::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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if( flDamage > pev->health )
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{
pev->health = 1;
}
else
{
pev->health -= flDamage;
}
return 1;
}
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void CTentacle::Killed( entvars_t *pevAttacker, int iGib )
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{
m_iGoalAnim = TENTACLE_ANIM_Pit_Idle;
return;
}
class CTentacleMaw : public CBaseMonster
{
public:
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void Spawn();
void Precache();
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};
LINK_ENTITY_TO_CLASS( monster_tentaclemaw, CTentacleMaw )
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//
// Tentacle Spawn
//
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void CTentacleMaw::Spawn()
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{
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Precache();
SET_MODEL( ENT( pev ), "models/maw.mdl" );
UTIL_SetSize( pev, Vector( -32, -32, 0 ), Vector( 32, 32, 64 ) );
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_STEP;
pev->effects = 0;
pev->health = 75;
pev->yaw_speed = 8;
pev->sequence = 0;
pev->angles.x = 90;
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// ResetSequenceInfo( );
}
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void CTentacleMaw::Precache()
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{
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PRECACHE_MODEL( "models/maw.mdl" );
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}
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#endif