441 lines
12 KiB
C++
441 lines
12 KiB
C++
/***
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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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// barnacle - stationary ceiling mounted 'fishing' monster
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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 "schedule.h"
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#define BARNACLE_BODY_HEIGHT 44 // how 'tall' the barnacle's model is.
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#define BARNACLE_PULL_SPEED 8
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#define BARNACLE_KILL_VICTIM_DELAY 5 // how many seconds after pulling prey in to gib them.
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//=========================================================
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// Monster's Anim Events Go Here
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//=========================================================
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#define BARNACLE_AE_PUKEGIB 2
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class CBarnacle : public CBaseMonster
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{
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public:
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void Spawn() override;
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void Precache() override;
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CBaseEntity* TongueTouchEnt(float* pflLength);
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int Classify() override;
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void HandleAnimEvent(MonsterEvent_t* pEvent) override;
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void EXPORT BarnacleThink();
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void EXPORT WaitTillDead();
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void Killed(entvars_t* pevAttacker, int iGib) override;
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bool TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType) override;
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bool Save(CSave& save) override;
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bool Restore(CRestore& restore) override;
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static TYPEDESCRIPTION m_SaveData[];
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float m_flAltitude;
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float m_flKillVictimTime;
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int m_cGibs; // barnacle loads up on gibs each time it kills something.
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bool m_fTongueExtended;
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bool m_fLiftingPrey;
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float m_flTongueAdj;
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};
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LINK_ENTITY_TO_CLASS(monster_barnacle, CBarnacle);
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TYPEDESCRIPTION CBarnacle::m_SaveData[] =
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{
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DEFINE_FIELD(CBarnacle, m_flAltitude, FIELD_FLOAT),
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DEFINE_FIELD(CBarnacle, m_flKillVictimTime, FIELD_TIME),
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DEFINE_FIELD(CBarnacle, m_cGibs, FIELD_INTEGER), // barnacle loads up on gibs each time it kills something.
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DEFINE_FIELD(CBarnacle, m_fTongueExtended, FIELD_BOOLEAN),
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DEFINE_FIELD(CBarnacle, m_fLiftingPrey, FIELD_BOOLEAN),
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DEFINE_FIELD(CBarnacle, m_flTongueAdj, FIELD_FLOAT),
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};
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IMPLEMENT_SAVERESTORE(CBarnacle, CBaseMonster);
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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 CBarnacle::Classify()
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{
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return CLASS_ALIEN_MONSTER;
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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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// Returns number of events handled, 0 if none.
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//=========================================================
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void CBarnacle::HandleAnimEvent(MonsterEvent_t* pEvent)
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{
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switch (pEvent->event)
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{
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case BARNACLE_AE_PUKEGIB:
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CGib::SpawnRandomGibs(pev, 1, true);
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break;
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default:
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CBaseMonster::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 CBarnacle::Spawn()
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{
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Precache();
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SET_MODEL(ENT(pev), "models/barnacle.mdl");
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UTIL_SetSize(pev, Vector(-16, -16, -32), Vector(16, 16, 0));
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pev->solid = SOLID_SLIDEBOX;
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pev->movetype = MOVETYPE_NONE;
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pev->takedamage = DAMAGE_AIM;
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m_bloodColor = BLOOD_COLOR_RED;
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pev->effects = EF_INVLIGHT; // take light from the ceiling
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pev->health = 25;
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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_flKillVictimTime = 0;
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m_cGibs = 0;
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m_fLiftingPrey = false;
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m_flTongueAdj = -100;
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InitBoneControllers();
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SetActivity(ACT_IDLE);
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SetThink(&CBarnacle::BarnacleThink);
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pev->nextthink = gpGlobals->time + 0.5;
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UTIL_SetOrigin(pev, pev->origin);
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}
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bool CBarnacle::TakeDamage(entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType)
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{
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if ((bitsDamageType & DMG_CLUB) != 0)
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{
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flDamage = pev->health;
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}
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return CBaseMonster::TakeDamage(pevInflictor, pevAttacker, flDamage, bitsDamageType);
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}
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//=========================================================
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//=========================================================
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void CBarnacle::BarnacleThink()
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{
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CBaseEntity* pTouchEnt;
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CBaseMonster* pVictim;
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float flLength;
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pev->nextthink = gpGlobals->time + 0.1;
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if (m_hEnemy != NULL)
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{
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// barnacle has prey.
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if (!m_hEnemy->IsAlive())
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{
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// someone (maybe even the barnacle) killed the prey. Reset barnacle.
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m_fLiftingPrey = false; // indicate that we're not lifting prey.
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m_hEnemy = NULL;
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return;
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}
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if (m_fLiftingPrey)
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{
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if (m_hEnemy != NULL && m_hEnemy->pev->deadflag != DEAD_NO)
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{
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// crap, someone killed the prey on the way up.
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m_hEnemy = NULL;
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m_fLiftingPrey = false;
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return;
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}
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// still pulling prey.
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Vector vecNewEnemyOrigin = m_hEnemy->pev->origin;
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vecNewEnemyOrigin.x = pev->origin.x;
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vecNewEnemyOrigin.y = pev->origin.y;
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// guess as to where their neck is
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vecNewEnemyOrigin.x -= 6 * cos(m_hEnemy->pev->angles.y * M_PI / 180.0);
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vecNewEnemyOrigin.y -= 6 * sin(m_hEnemy->pev->angles.y * M_PI / 180.0);
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m_flAltitude -= BARNACLE_PULL_SPEED;
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vecNewEnemyOrigin.z += BARNACLE_PULL_SPEED;
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if (fabs(pev->origin.z - (vecNewEnemyOrigin.z + m_hEnemy->pev->view_ofs.z - 8)) < BARNACLE_BODY_HEIGHT)
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{
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// prey has just been lifted into position ( if the victim origin + eye height + 8 is higher than the bottom of the barnacle, it is assumed that the head is within barnacle's body )
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m_fLiftingPrey = false;
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_bite3.wav", 1, ATTN_NORM);
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pVictim = m_hEnemy->MyMonsterPointer();
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m_flKillVictimTime = gpGlobals->time + 10; // now that the victim is in place, the killing bite will be administered in 10 seconds.
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if (pVictim)
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{
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pVictim->BarnacleVictimBitten(pev);
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SetActivity(ACT_EAT);
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}
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}
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UTIL_SetOrigin(m_hEnemy->pev, vecNewEnemyOrigin);
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}
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else
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{
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// prey is lifted fully into feeding position and is dangling there.
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pVictim = m_hEnemy->MyMonsterPointer();
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if (m_flKillVictimTime != -1 && gpGlobals->time > m_flKillVictimTime)
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{
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// kill!
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if (pVictim)
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{
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pVictim->TakeDamage(pev, pev, pVictim->pev->health, DMG_SLASH | DMG_ALWAYSGIB);
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m_cGibs = 3;
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}
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return;
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}
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// bite prey every once in a while
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if (pVictim && (RANDOM_LONG(0, 49) == 0))
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{
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM);
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break;
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case 2:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM);
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break;
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}
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pVictim->BarnacleVictimBitten(pev);
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}
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}
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}
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else
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{
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// barnacle has no prey right now, so just idle and check to see if anything is touching the tongue.
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// If idle and no nearby client, don't think so often
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if (FNullEnt(FIND_CLIENT_IN_PVS(edict())))
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pev->nextthink = gpGlobals->time + RANDOM_FLOAT(1, 1.5); // Stagger a bit to keep barnacles from thinking on the same frame
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if (m_fSequenceFinished)
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{ // this is done so barnacle will fidget.
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SetActivity(ACT_IDLE);
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m_flTongueAdj = -100;
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}
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if (0 != m_cGibs && RANDOM_LONG(0, 99) == 1)
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{
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// cough up a gib.
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CGib::SpawnRandomGibs(pev, 1, true);
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m_cGibs--;
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switch (RANDOM_LONG(0, 2))
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew1.wav", 1, ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew2.wav", 1, ATTN_NORM);
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break;
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case 2:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_chew3.wav", 1, ATTN_NORM);
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break;
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}
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}
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pTouchEnt = TongueTouchEnt(&flLength);
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if (pTouchEnt != NULL && m_fTongueExtended)
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{
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// tongue is fully extended, and is touching someone.
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if (pTouchEnt->FBecomeProne())
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{
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_alert2.wav", 1, ATTN_NORM);
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SetSequenceByName("attack1");
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m_flTongueAdj = -20;
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m_hEnemy = pTouchEnt;
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pTouchEnt->pev->movetype = MOVETYPE_FLY;
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pTouchEnt->pev->velocity = g_vecZero;
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pTouchEnt->pev->basevelocity = g_vecZero;
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pTouchEnt->pev->origin.x = pev->origin.x;
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pTouchEnt->pev->origin.y = pev->origin.y;
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m_fLiftingPrey = true; // indicate that we should be lifting prey.
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m_flKillVictimTime = -1; // set this to a bogus time while the victim is lifted.
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m_flAltitude = (pev->origin.z - pTouchEnt->EyePosition().z);
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}
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}
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else
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{
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// calculate a new length for the tongue to be clear of anything else that moves under it.
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if (m_flAltitude < flLength)
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{
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// if tongue is higher than is should be, lower it kind of slowly.
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m_flAltitude += BARNACLE_PULL_SPEED;
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m_fTongueExtended = false;
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}
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else
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{
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m_flAltitude = flLength;
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m_fTongueExtended = true;
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}
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}
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}
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// ALERT( at_console, "tounge %f\n", m_flAltitude + m_flTongueAdj );
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SetBoneController(0, -(m_flAltitude + m_flTongueAdj));
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StudioFrameAdvance(0.1);
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}
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//=========================================================
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// Killed.
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//=========================================================
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void CBarnacle::Killed(entvars_t* pevAttacker, int iGib)
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{
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CBaseMonster* pVictim;
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pev->solid = SOLID_NOT;
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pev->takedamage = DAMAGE_NO;
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if (m_hEnemy != NULL)
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{
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pVictim = m_hEnemy->MyMonsterPointer();
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if (pVictim)
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{
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pVictim->BarnacleVictimReleased();
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}
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}
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// CGib::SpawnRandomGibs( pev, 4, 1 );
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switch (RANDOM_LONG(0, 1))
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{
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case 0:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_die1.wav", 1, ATTN_NORM);
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break;
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case 1:
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EMIT_SOUND(ENT(pev), CHAN_WEAPON, "barnacle/bcl_die3.wav", 1, ATTN_NORM);
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break;
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}
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SetActivity(ACT_DIESIMPLE);
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SetBoneController(0, 0);
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StudioFrameAdvance(0.1);
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pev->nextthink = gpGlobals->time + 0.1;
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SetThink(&CBarnacle::WaitTillDead);
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}
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//=========================================================
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//=========================================================
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void CBarnacle::WaitTillDead()
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{
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pev->nextthink = gpGlobals->time + 0.1;
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float flInterval = StudioFrameAdvance(0.1);
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DispatchAnimEvents(flInterval);
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if (m_fSequenceFinished)
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{
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// death anim finished.
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StopAnimation();
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SetThink(NULL);
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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 CBarnacle::Precache()
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{
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PRECACHE_MODEL("models/barnacle.mdl");
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PRECACHE_SOUND("barnacle/bcl_alert2.wav"); //happy, lifting food up
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PRECACHE_SOUND("barnacle/bcl_bite3.wav"); //just got food to mouth
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PRECACHE_SOUND("barnacle/bcl_chew1.wav");
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PRECACHE_SOUND("barnacle/bcl_chew2.wav");
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PRECACHE_SOUND("barnacle/bcl_chew3.wav");
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PRECACHE_SOUND("barnacle/bcl_die1.wav");
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PRECACHE_SOUND("barnacle/bcl_die3.wav");
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}
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//=========================================================
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// TongueTouchEnt - does a trace along the barnacle's tongue
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// to see if any entity is touching it. Also stores the length
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// of the trace in the int pointer provided.
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//=========================================================
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#define BARNACLE_CHECK_SPACING 8
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CBaseEntity* CBarnacle::TongueTouchEnt(float* pflLength)
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{
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TraceResult tr;
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float length;
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// trace once to hit architecture and see if the tongue needs to change position.
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UTIL_TraceLine(pev->origin, pev->origin - Vector(0, 0, 2048), ignore_monsters, ENT(pev), &tr);
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length = fabs(pev->origin.z - tr.vecEndPos.z);
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if (pflLength)
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{
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*pflLength = length;
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}
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Vector delta = Vector(BARNACLE_CHECK_SPACING, BARNACLE_CHECK_SPACING, 0);
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Vector mins = pev->origin - delta;
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Vector maxs = pev->origin + delta;
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maxs.z = pev->origin.z;
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mins.z -= length;
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CBaseEntity* pList[10];
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int count = UTIL_EntitiesInBox(pList, 10, mins, maxs, (FL_CLIENT | FL_MONSTER));
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if (0 != count)
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{
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for (int i = 0; i < count; i++)
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{
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// only clients and monsters
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if (pList[i] != this && IRelationship(pList[i]) > R_NO && pList[i]->pev->deadflag == DEAD_NO) // this ent is one of our enemies. Barnacle tries to eat it.
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{
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return pList[i];
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}
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}
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}
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return NULL;
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}
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