mirror of https://github.com/FWGS/hlsdk-xash3d
More accurate mario zombie implementation.
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d3ad4d4404
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@ -27,11 +27,11 @@
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define ZOMBIE_AE_ATTACK_RIGHT 0x01
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#define ZOMBIE_AE_ATTACK_LEFT 0x02
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#define ZOMBIE_AE_ATTACK_BOTH 0x03
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#define MARIOZOMBIE_AE_ATTACK_RIGHT 0x01
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#define MARIOZOMBIE_AE_ATTACK_LEFT 0x02
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#define MARIOZOMBIE_AE_ATTACK_BOTH 0x03
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#define ZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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#define MARIOZOMBIE_FLINCH_DELAY 2 // at most one flinch every n secs
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class CMariozombie : public CBaseMonster
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{
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@ -47,11 +47,9 @@ public:
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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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@ -67,15 +65,15 @@ LINK_ENTITY_TO_CLASS( monster_mariozombie, CMariozombie )
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const char *CMariozombie::pAttackHitSounds[] =
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{
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"mariozombie/alert1.wav",
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"mariozombie/alert2.wav",
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"mariozombie/alert3.wav",
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"zombie/claw_strike1.wav",
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"zombie/claw_strike2.wav",
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"zombie/claw_strike3.wav",
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};
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const char *CMariozombie::pAttackMissSounds[] =
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{
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"mariozombie/attack1.wav",
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"mariozombie/attack2.wav",
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"zombie/claw_miss1.wav",
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"zombie/claw_miss2.wav",
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};
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const char *CMariozombie::pAttackSounds[] =
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@ -84,11 +82,6 @@ const char *CMariozombie::pAttackSounds[] =
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"mariozombie/attack2.wav",
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};
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const char *CMariozombie::pIdleSounds[] =
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{
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"mariozombie/alert1.wav",
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};
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const char *CMariozombie::pAlertSounds[] =
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{
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"mariozombie/alert1.wav",
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@ -98,9 +91,8 @@ const char *CMariozombie::pAlertSounds[] =
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const char *CMariozombie::pPainSounds[] =
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{
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"zombie/pain1.wav",
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"zombie/pain2.wav",
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"zombie/pain3.wav",
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"mariozombie/pain1.wav",
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"mariozombie/pain2.wav",
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};
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//=========================================================
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@ -109,7 +101,7 @@ const char *CMariozombie::pPainSounds[] =
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//=========================================================
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int CMariozombie::Classify( void )
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{
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return CLASS_ALIEN_MONSTER;
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return CLASS_ALIEN_MONSTER;
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}
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//=========================================================
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@ -134,11 +126,11 @@ int CMariozombie::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, f
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// Take 30% damage from bullets
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if( bitsDamageType == DMG_BULLET )
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{
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
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Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5f;
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vecDir = vecDir.Normalize();
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float flForce = DamageForce( flDamage );
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pev->velocity = pev->velocity + vecDir * flForce;
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flDamage *= 0.3;
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flDamage *= 0.3f;
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}
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// HACK HACK -- until we fix this.
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@ -152,28 +144,20 @@ void CMariozombie::PainSound( void )
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pPainSounds ), 1.0, ATTN_NORM, 0, pitch );
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}
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void CMariozombie::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 CMariozombie::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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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAlertSounds ), 1.0, ATTN_NORM, 0, pitch );
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}
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void CMariozombie::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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EMIT_SOUND_DYN( ENT( pev ), CHAN_VOICE, RANDOM_SOUND_ARRAY( pAttackSounds ), 1.0, ATTN_NORM, 0, 100 + RANDOM_LONG( -5, 5 ) );
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}
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//=========================================================
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@ -184,7 +168,7 @@ void CMariozombie::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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case MARIOZOMBIE_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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@ -198,16 +182,16 @@ void CMariozombie::HandleAnimEvent( MonsterEvent_t *pEvent )
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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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case MARIOZOMBIE_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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@ -220,16 +204,16 @@ void CMariozombie::HandleAnimEvent( MonsterEvent_t *pEvent )
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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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case MARIOZOMBIE_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.zombieDmgBothSlash, DMG_SLASH );
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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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackHitSounds ), 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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EMIT_SOUND_DYN( ENT( pev ), CHAN_WEAPON, RANDOM_SOUND_ARRAY( pAttackMissSounds ), 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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@ -282,27 +266,13 @@ void CMariozombie::Spawn()
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//=========================================================
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void CMariozombie::Precache()
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{
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int i;
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PRECACHE_MODEL( "models/mariozombie.mdl" );
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for( i = 0; i < ARRAYSIZE( pAttackHitSounds ); i++ )
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PRECACHE_SOUND( (char *)pAttackHitSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAttackMissSounds ); i++ )
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PRECACHE_SOUND( (char *)pAttackMissSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAttackSounds ); i++ )
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PRECACHE_SOUND( (char *)pAttackSounds[i] );
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for( i = 0; i < ARRAYSIZE( pIdleSounds ); i++ )
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PRECACHE_SOUND( (char *)pIdleSounds[i] );
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for( i = 0; i < ARRAYSIZE( pAlertSounds ); i++ )
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PRECACHE_SOUND( (char *)pAlertSounds[i] );
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for( i = 0; i < ARRAYSIZE( pPainSounds ); i++ )
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PRECACHE_SOUND( (char *)pPainSounds[i] );
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PRECACHE_SOUND_ARRAY( pAttackHitSounds );
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PRECACHE_SOUND_ARRAY( pAttackMissSounds );
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PRECACHE_SOUND_ARRAY( pAttackSounds );
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PRECACHE_SOUND_ARRAY( pAlertSounds );
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PRECACHE_SOUND_ARRAY( pPainSounds );
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}
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//=========================================================
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@ -327,7 +297,7 @@ int CMariozombie::IgnoreConditions( void )
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if( ( m_Activity == ACT_SMALL_FLINCH ) || ( m_Activity == ACT_BIG_FLINCH ) )
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{
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if( m_flNextFlinch < gpGlobals->time )
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m_flNextFlinch = gpGlobals->time + ZOMBIE_FLINCH_DELAY;
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m_flNextFlinch = gpGlobals->time + MARIOZOMBIE_FLINCH_DELAY;
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}
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return iIgnore;
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