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/***
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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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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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//=========================================================
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// Heavy Weapons Grunt
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//=========================================================
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#include "extdll.h"
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#include "plane.h"
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#include "util.h"
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#include "cmbase.h"
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#include "cmbasemonster.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "animation.h"
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#include "weapons.h"
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#include "cmtalkmonster.h"
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#include "effects.h"
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#include "customentity.h"
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//=========================================================
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// monster-specific DEFINE's
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//=========================================================
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#define HWGRUNT_9MM_CLIP_SIZE 36 // clip ammo per gun
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#define HWGRUNT_DGL_CLIP_SIZE 7
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#define HWGRUNT_357_CLIP_SIZE 6
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// Weapon flags
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#define HWGRUNT_MINIGUN (1 << 0)
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#define HWGRUNT_PISTOL_9MM (1 << 1)
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#define HWGRUNT_PISTOL_DGL (1 << 2)
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#define HWGRUNT_PISTOL_357 (1 << 3)
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#define GUN_GROUP 1
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// Gun values
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#define GUN_MINIGUN 0
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#define GUN_PISTOL_9MM 1
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#define GUN_PISTOL_357 2
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#define GUN_PISTOL_DGL 3
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#define GUN_NONE 4
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define HWGRUNT_AE_DEATH ( 11 )
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#define HWGRUNT_AE_MINIGUN ( 5001 )
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//=========================================================
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// Classify - indicates this monster's place in the
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// relationship table.
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//=========================================================
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int CMHWGrunt::Classify(void)
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{
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if ( m_iClassifyOverride == -1 ) // helper
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return CLASS_NONE;
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else if ( m_iClassifyOverride > 0 )
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return m_iClassifyOverride; // override
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return CLASS_HUMAN_MILITARY;
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}
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//=========================================================
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// Shoot
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//=========================================================
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void CMHWGrunt::Minigun(void)
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{
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if (m_hEnemy == 0)
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{
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return;
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}
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Vector vecShootOrigin = GetGunPosition();
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Vector vecShootDir = ShootAtEnemy(vecShootOrigin);
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FireBullets(1, vecShootOrigin, vecShootDir, VECTOR_CONE_10DEGREES, 2048, BULLET_MONSTER_12MM); // shoot +-5 degrees
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pev->effects |= EF_MUZZLEFLASH;
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// Minigunners have infinite ammo
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//m_cAmmoLoaded--;// take away a bullet!
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Vector angDir = UTIL_VecToAngles(vecShootDir);
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SetBlending(0, angDir.x);
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}
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//=========================================================
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// TraceAttack - hwgrunts do not wear helmets
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//=========================================================
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void CMHWGrunt :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
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{
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CMBaseMonster::TraceAttack( pevAttacker, flDamage, vecDir, ptr, bitsDamageType );
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}
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//=========================================================
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// TakeDamage - overridden for hwgrunts.
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// They are meant to be aggresive, never take cover.
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//=========================================================
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int CMHWGrunt :: TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
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{
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return CMBaseMonster :: TakeDamage ( pevInflictor, pevAttacker, flDamage, bitsDamageType );
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}
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//=========================================================
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// HandleAnimEvent - catches the monster-specific messages
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// that occur when tagged animation frames are played.
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//=========================================================
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void CMHWGrunt::HandleAnimEvent(MonsterEvent_t *pEvent)
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{
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switch (pEvent->event)
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{
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case HWGRUNT_AE_DEATH:
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break; // don't get rid of gun
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case HWGRUNT_AE_MINIGUN:
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{
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// Sven Co-op uses a modified hassault/hw_gun4.wav for it's fire sound
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Minigun();
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// We don't want looping WAVs. Pick a different sound and change pitch on it
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EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, "hassault/hw_shoot1.wav", 1, ATTN_NORM, 0, PITCH_NORM + RANDOM_LONG(-5,5));
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}
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break;
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default:
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CMHGrunt::HandleAnimEvent(pEvent);
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break;
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}
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}
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//=========================================================
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// Spawn
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//=========================================================
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void CMHWGrunt::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/hwgrunt.mdl");
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UTIL_SetSize(pev, VEC_HUMAN_HULL_MIN, VEC_HUMAN_HULL_MAX);
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_STEP;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->effects = 0;
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pev->health = gSkillData.hwgruntHealth;
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m_flFieldOfView = 0.2;// indicates the width of this monster's forward view cone ( as a dotproduct result )
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m_MonsterState = MONSTERSTATE_NONE;
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//m_flNextGrenadeCheck = gpGlobals->time + 1;
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m_flNextPainTime = gpGlobals->time;
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m_flMinigunSpinTime = 0; // be able to spin up/down minigun right away
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m_iSentence = -1;
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//m_afCapability = bits_CAP_SQUAD | bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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m_afCapability = bits_CAP_TURN_HEAD | bits_CAP_DOORS_GROUP;
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//m_fEnemyEluded = FALSE;
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m_fFirstEncounter = FALSE;// false because hwgrunt does not send signals of any kind
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m_HackedGunPos = Vector(0, 0, 55);
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// Don't setup pev->weapons, always minigun if not specified
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/*
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if (FBitSet(pev->weapons, HWGRUNT_MINIGUN))
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{
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SetBodygroup(GUN_GROUP, GUN_MINIGUN);
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m_cClipSize = 1;
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}
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*/
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m_cAmmoLoaded = 99;
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CMTalkMonster::g_talkWaitTime = 0;
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MonsterInit();
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pev->classname = MAKE_STRING( "monster_hwgrunt" );
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if ( strlen( STRING( m_szMonsterName ) ) == 0 )
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{
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// default name
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m_szMonsterName = MAKE_STRING( "Heavy Weapons Grunt" );
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}
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}
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//=========================================================
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// Precache - precaches all resources this monster needs
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//=========================================================
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void CMHWGrunt::Precache()
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{
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PRECACHE_MODEL("models/hwgrunt.mdl");
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PRECACHE_SOUND("hassault/hw_shoot1.wav");
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PRECACHE_SOUND("hassault/hw_spinup.wav");
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PRECACHE_SOUND("hassault/hw_spindown.wav");
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PRECACHE_SOUND("common/null.wav");
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// get voice pitch
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if (RANDOM_LONG(0, 1))
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m_voicePitch = 102 + RANDOM_LONG(0, 7);
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else
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m_voicePitch = 93; // slight voice change for hwgrunt
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}
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//=========================================================
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// SetActivity - different set than normal hgrunt, adapt
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//=========================================================
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void CMHWGrunt :: SetActivity ( Activity NewActivity )
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{
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int iSequence = ACTIVITY_NOT_AVAILABLE;
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void *pmodel = GET_MODEL_PTR( ENT(pev) );
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bool refreshActivity = TRUE;
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// PS: This is terrible code. -Giegue
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// Time to die?
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if ( NewActivity < ACT_DIESIMPLE )
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{
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if ( pev->sequence == LookupSequence( "attack" ) )
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{
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// I won't do anything else if I'm attacking!
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refreshActivity = FALSE;
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// Unless the enemy has gone out of my sight
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if ( m_hEnemy == 0 || !UTIL_IsAlive( m_hEnemy ) || !UTIL_FVisible( m_hEnemy, ENT(pev) ) )
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{
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hassault/hw_spindown.wav", 0.8, ATTN_NORM);
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m_flMinigunSpinTime = gpGlobals->time + 1.40;
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iSequence = LookupSequence( "spindown" ); // time to relax
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}
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}
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else if ( pev->sequence == LookupSequence( "spindown" ) )
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{
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// Not yet!
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refreshActivity = FALSE;
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// Wait until the minigun is no longer spinning before doing something else
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if ( gpGlobals->time > m_flMinigunSpinTime )
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{
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refreshActivity = TRUE;
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m_flMinigunSpinTime = 0; // do spin up again when required
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}
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}
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}
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if (refreshActivity)
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{
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switch (NewActivity)
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{
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case ACT_RANGE_ATTACK1:
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// if carring a gun, either standing or crouched.
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// always standing when firing minigun
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if (pev->weapons > 0) // any pistol
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{
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// same animation regardless of pistol
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if ( m_fStanding )
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{
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// get aimable sequence
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iSequence = LookupSequence( "pistol_shoot" );
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}
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else
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{
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// get crouching shoot
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iSequence = LookupSequence( "pistol_crouchshoot" );
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}
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}
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else // minigun
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{
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if ( m_flMinigunSpinTime == 0 ) // starting to spin up the minigun
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{
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "hassault/hw_spinup.wav", 0.8, ATTN_NORM);
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m_flMinigunSpinTime = gpGlobals->time + 1.15;
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iSequence = LookupSequence( "spinup" );
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}
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else if ( gpGlobals->time > m_flMinigunSpinTime ) // spun up, ready to fire
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iSequence = LookupSequence( "attack" );
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}
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break;
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case ACT_IDLE:
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if ( m_MonsterState == MONSTERSTATE_COMBAT )
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{
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NewActivity = ACT_IDLE_ANGRY;
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}
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iSequence = LookupActivity ( NewActivity );
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break;
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case ACT_RUN:
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case ACT_WALK:
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default:
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iSequence = LookupActivity ( NewActivity );
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break;
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}
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m_Activity = NewActivity; // Go ahead and set this so it doesn't keep trying when the anim is not present
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}
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// Set to the desired anim, or default anim if the desired is not present
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if ( iSequence > ACTIVITY_NOT_AVAILABLE )
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{
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if ( pev->sequence != iSequence || !m_fSequenceLoops )
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{
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pev->frame = 0;
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}
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pev->sequence = iSequence; // Set to the reset anim (if it's there)
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ResetSequenceInfo( );
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SetYawSpeed();
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}
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else if (refreshActivity)
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{
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// Not available try to get default anim
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ALERT ( at_console, "%s has no sequence for act:%d\n", STRING(pev->classname), NewActivity );
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pev->sequence = 0; // Set to the reset anim (if it's there)
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}
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}
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