Add monster_stukabat.
This commit is contained in:
@@ -17,6 +17,8 @@
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#ifndef FLYINGMONSTER_H
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#define FLYINGMONSTER_H
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#include "cmbasemonster.h"
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class CMFlyingMonster : public CMBaseMonster
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{
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public:
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@@ -49,5 +51,31 @@ protected:
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};
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//=========================================================
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// Stukabat
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//=========================================================
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class CMStukabat : public CMFlyingMonster
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{
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public:
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void Spawn( void );
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void Precache( void );
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void SetYawSpeed( void );
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int Classify ( void );
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void SetActivity ( Activity NewActivity );
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void HandleAnimEvent( MonsterEvent_t *pEvent );
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Schedule_t *GetScheduleOfType ( int Type );
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int GetBitePitch( void ) { return PITCH_NORM + RANDOM_LONG( 40, 50 ); }
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BOOL CheckRangeAttack1 ( float flDot, float flDist );
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// Not used
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BOOL CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
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BOOL CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
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BOOL CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
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CUSTOM_SCHEDULES
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};
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#endif //FLYINGMONSTER_H
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@@ -163,6 +163,7 @@ monster_type_t monster_types[]=
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"monster_babygarg", FALSE, // Sven Co-op Monsters
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"monster_hwgrunt", FALSE,
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"monster_robogrunt", FALSE,
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"monster_stukabat", FALSE,
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"info_node", FALSE, // Nodes
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"info_node_air", FALSE,
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"", FALSE
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@@ -634,6 +635,7 @@ bool spawn_monster(int monster_type, Vector origin, Vector angles, int respawn_i
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case 26: monsters[monster_index].pMonster = CreateClassPtr((CMBabyGargantua *)NULL); break;
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case 27: monsters[monster_index].pMonster = CreateClassPtr((CMHWGrunt *)NULL); break;
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case 28: monsters[monster_index].pMonster = CreateClassPtr((CMRGrunt *)NULL); break;
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case 29: monsters[monster_index].pMonster = CreateClassPtr((CMStukabat *)NULL); break;
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}
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if (monsters[monster_index].pMonster == NULL)
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@@ -1322,6 +1324,7 @@ void mmServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
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CMBabyGargantua babygargantua;
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CMHWGrunt hwgrunt;
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CMRGrunt rgrunt;
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CMStukabat stukabat;
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g_psv_gravity = CVAR_GET_POINTER( "sv_gravity" );
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@@ -1368,6 +1371,7 @@ void mmServerActivate( edict_t *pEdictList, int edictCount, int clientMax )
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case 26: babygargantua.Precache(); break;
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case 27: hwgrunt.Precache(); break;
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case 28: rgrunt.Precache(); break;
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case 29: stukabat.Precache(); break;
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}
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}
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}
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@@ -16,15 +16,14 @@
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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 "cmflyingmonster.h"
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#include "monsters.h"
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#include "schedule.h"
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#include "schedule.h"
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#define FLYING_AE_FLAP (8)
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#define FLYING_AE_FLAPSOUND (9)
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extern DLL_GLOBAL edict_t *g_pBodyQueueHead;
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int CMFlyingMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, edict_t *pTarget, float *pflDist )
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{
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// UNDONE: need to check more than the endpoint
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@@ -101,6 +101,9 @@ skill_cfg_t skill_cfg[] = {
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{"sk_hwgrunt_health", &gSkillData.hwgruntHealth},
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{"sk_rgrunt_health", &gSkillData.rgruntHealth},
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{"sk_rgrunt_armor", &gSkillData.rgruntArmor},
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{"sk_stukabat_health", &gSkillData.stukabatHealth},
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{"sk_stukabat_dmg_bite", &gSkillData.stukabatDmgBite},
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{"sk_stukabat_speed", &gSkillData.stukabatSpeed},
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{"sk_12mm_bullet", &gSkillData.monDmg9MM},
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{"sk_9mmAR_bullet", &gSkillData.monDmgMP5},
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{"sk_9mm_bullet", &gSkillData.monDmg12MM},
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@@ -296,6 +299,11 @@ void monster_skill_init(void)
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gSkillData.rgruntHealth = 50.0f;
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gSkillData.rgruntArmor = 0.75f;
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// Stukabat
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gSkillData.stukabatHealth = 80.0f;
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gSkillData.stukabatDmgBite = 12.0f;
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gSkillData.stukabatSpeed = 400.0f;
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// MONSTER WEAPONS
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gSkillData.monDmg9MM = 5.0f;
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gSkillData.monDmgMP5 = 4.0f;
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@@ -130,6 +130,9 @@ struct skilldata_t
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float rgruntHealth;
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float rgruntArmor;
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float stukabatHealth;
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float stukabatDmgBite;
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float stukabatSpeed;
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// weapons shared by monsters
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float monDmg9MM;
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259
src/dlls/stukabat.cpp
Normal file
259
src/dlls/stukabat.cpp
Normal file
@@ -0,0 +1,259 @@
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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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// Stukabat - Xen Birb
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//=========================================================
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#include "extdll.h"
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#include "util.h"
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#include "cmbase.h"
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#include "cmflyingmonster.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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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define STUKABAT_AE_BITE 1
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#define STUKABAT_AE_FLAP 8
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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 CMStukabat :: 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_ALIEN_PREDATOR;
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}
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//=========================================================
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// SetYawSpeed - allows each sequence to have a different
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// turn rate associated with it.
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//=========================================================
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void CMStukabat :: SetYawSpeed ( void )
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{
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int ys;
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switch ( m_Activity )
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{
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case ACT_HOVER:
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default:
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ys = 90;
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}
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pev->yaw_speed = ys;
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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 CMStukabat :: HandleAnimEvent( MonsterEvent_t *pEvent )
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{
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switch( pEvent->event )
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{
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case STUKABAT_AE_BITE:
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{
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edict_t *pHurt = CheckTraceHullAttack( 70, gSkillData.stukabatDmgBite, DMG_SLASH|DMG_POISON );
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if ( pHurt )
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{
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// Play bite sound
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EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "headcrab/hc_headbite.wav", 1.0, ATTN_NORM, 0, GetBitePitch() );
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}
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}
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break;
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case STUKABAT_AE_FLAP:
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{
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m_flightSpeed = gSkillData.stukabatSpeed; // set our own speed
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}
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break;
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default:
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CMFlyingMonster::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 CMStukabat :: Spawn()
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{
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Precache( );
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SET_MODEL(ENT(pev), "models/stukabat.mdl");
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UTIL_SetSize( pev, Vector( -12, -12, 0 ), Vector( 12, 12, 24 ) );
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_FLY;
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pev->flags |= FL_FLY;
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m_bloodColor = BLOOD_COLOR_YELLOW;
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pev->health = gSkillData.stukabatHealth;
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pev->view_ofs = Vector ( 0, 0, 22 );// position of the eyes relative to monster's origin.
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m_flFieldOfView = 0.5;// 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_pFlapSound = "stukabat/stukabat_flap1.wav";
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MonsterInit();
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pev->classname = MAKE_STRING( "monster_stukabat" );
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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( "Stukabat" );
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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 CMStukabat :: Precache()
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{
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PRECACHE_MODEL("models/stukabat.mdl");
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PRECACHE_SOUND("stukabat/stukabat_flap1.wav"); // flying sound
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PRECACHE_SOUND("headcrab/hc_headbite.wav"); // bite sound
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}
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//=========================================================
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// AI Schedules Specific to this monster
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//=========================================================
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/* Chase */
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Task_t tlStukabatChaseEnemy[] =
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{
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{ TASK_GET_PATH_TO_ENEMY, (float)128 }, // is the 128 number really used?
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{ TASK_SET_ACTIVITY, (float)ACT_FLY },
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{ TASK_WAIT_FOR_MOVEMENT, (float)0 },
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};
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Schedule_t slStukabatChaseEnemy[] =
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{
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{
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tlStukabatChaseEnemy,
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ARRAYSIZE ( tlStukabatChaseEnemy ),
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bits_COND_NEW_ENEMY |
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bits_COND_TASK_FAILED,
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0,
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"StukabatChaseEnemy"
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},
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};
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/* Fail */
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Task_t tlStukabatFail[] =
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{
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{ TASK_STOP_MOVING, 0 },
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{ TASK_SET_ACTIVITY, (float)ACT_HOVER },
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{ TASK_WAIT, (float)2 },
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{ TASK_WAIT_PVS, (float)0 },
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};
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Schedule_t slStukabatFail[] =
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{
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{
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tlStukabatFail,
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ARRAYSIZE ( tlStukabatFail ),
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0,
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0,
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"StukabatFail"
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},
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};
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DEFINE_CUSTOM_SCHEDULES( CMStukabat )
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{
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slStukabatChaseEnemy,
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slStukabatFail,
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};
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IMPLEMENT_CUSTOM_SCHEDULES( CMStukabat, CMFlyingMonster );
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//=========================================================
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// SetActivity
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//=========================================================
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void CMStukabat :: 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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switch ( NewActivity )
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{
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case ACT_IDLE:
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return; // refuse
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case ACT_FLY:
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iSequence = LookupActivity ( NewActivity );
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break;
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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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// 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
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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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//=========================================================
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// GetScheduleOfType
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//=========================================================
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Schedule_t* CMStukabat :: GetScheduleOfType ( int Type )
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{
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switch ( Type )
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{
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case SCHED_CHASE_ENEMY:
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return slStukabatChaseEnemy;
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case SCHED_FAIL:
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return slStukabatFail;
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}
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return CMBaseMonster :: GetScheduleOfType( Type );
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}
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//=========================================================
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// CheckRangeAttack1 - Poisonous Bite
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//=========================================================
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BOOL CMStukabat :: CheckRangeAttack1 ( float flDot, float flDist )
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{
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if ( flDot > 0.7 && flDist <= 64 )
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{
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return TRUE;
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}
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return FALSE;
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}
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