399 lines
10 KiB
C++
399 lines
10 KiB
C++
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* 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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#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_squeak_e {
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WSQUEAK_IDLE1 = 0,
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WSQUEAK_FIDGET,
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WSQUEAK_JUMP,
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WSQUEAK_RUN,
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};
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class CSqueakGrenade : 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 CSqueakGrenade::m_flNextBounceSoundTime = 0;
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LINK_ENTITY_TO_CLASS( monster_snark, CSqueakGrenade );
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TYPEDESCRIPTION CSqueakGrenade::m_SaveData[] =
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{
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DEFINE_FIELD( CSqueakGrenade, m_flDie, FIELD_TIME ),
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DEFINE_FIELD( CSqueakGrenade, m_vecTarget, FIELD_VECTOR ),
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DEFINE_FIELD( CSqueakGrenade, m_flNextHunt, FIELD_TIME ),
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DEFINE_FIELD( CSqueakGrenade, m_flNextHit, FIELD_TIME ),
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DEFINE_FIELD( CSqueakGrenade, m_posPrev, FIELD_POSITION_VECTOR ),
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DEFINE_FIELD( CSqueakGrenade, m_hOwner, FIELD_EHANDLE ),
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};
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IMPLEMENT_SAVERESTORE( CSqueakGrenade, CGrenade );
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#define SQUEEK_DETONATE_DELAY 15.0
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int CSqueakGrenade :: Classify ( void )
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{
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if (m_iClass) return m_iClass;
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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 != NULL)
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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 CSqueakGrenade :: 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_squeak.mdl");
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UTIL_SetSize(pev, Vector( -4, -4, 0), Vector(4, 4, 8));
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UTIL_SetOrigin( this, pev->origin );
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SetTouch(&CSqueakGrenade :: SuperBounceTouch );
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SetThink(&CSqueakGrenade :: HuntThink );
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SetNextThink( 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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if (pev->health == 0)
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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 + SQUEEK_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 = WSQUEAK_RUN;
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ResetSequenceInfo( );
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}
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void CSqueakGrenade::Precache( void )
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{
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PRECACHE_MODEL("models/w_squeak.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 CSqueakGrenade :: Killed( entvars_t *pevAttacker, int iGib )
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{
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pev->model = iStringNull;// make invisible
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SetThink(&CSqueakGrenade :: SUB_Remove );
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SetTouch( NULL );
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SetNextThink( 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 != NULL)
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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 != NULL)
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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 CSqueakGrenade :: 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 CSqueakGrenade::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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SetNextThink( 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 && pev->watertype != CONTENTS_FOG)
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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 == NULL || !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) / SQUEEK_DETONATE_DELAY);
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if (flpitch < 80)
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flpitch = 80;
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if (m_hEnemy != NULL)
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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 CSqueakGrenade::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) / SQUEEK_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 != NULL)
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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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