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Lost Soul: Fixed manhack sounds playing on charge and stun
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@ -3135,16 +3135,27 @@ void CNPC_Manhack::ShowHostile( bool hostile /*= true*/)
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//TODO: Open the manhack panels or close them, depending on the state
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//TODO: Open the manhack panels or close them, depending on the state
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m_bShowingHostile = hostile;
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m_bShowingHostile = hostile;
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if ( hostile )
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PlayAttackSound(hostile);
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}
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//-----------------------------------------------------------------------------
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// Purpose: Play a sound before charging at the player
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// Input : hostile -
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//-----------------------------------------------------------------------------
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void CNPC_Manhack::PlayAttackSound(bool hostile /*= true*/)
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{
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if (hostile)
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{
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{
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EmitSound( "NPC_Manhack.ChargeAnnounce" );
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EmitSound("NPC_Manhack.ChargeAnnounce");
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}
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}
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else
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else
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{
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{
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EmitSound( "NPC_Manhack.ChargeEnd" );
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EmitSound("NPC_Manhack.ChargeEnd");
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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@ -102,9 +102,10 @@ public:
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virtual float GetHeadTurnRate( void ) { return 45.0f; } // Degrees per second
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virtual float GetHeadTurnRate( void ) { return 45.0f; } // Degrees per second
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virtual void CheckCollisions(float flInterval);
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virtual void CheckCollisions(float flInterval);
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virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
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virtual void GatherEnemyConditions( CBaseEntity *pEnemy );
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virtual void PlayFlySound(void);
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virtual void PlayFlySound(void);
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virtual void PlayAttackSound(bool bHostile);
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virtual void StopLoopingSounds(void);
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virtual void StopLoopingSounds(void);
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void Precache(void);
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void Precache(void);
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@ -126,7 +127,7 @@ public:
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void SpinBlades(float flInterval);
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void SpinBlades(float flInterval);
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virtual void Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
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virtual void Slice( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
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void Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
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void Bump( CBaseEntity *pHitEntity, float flInterval, trace_t &tr );
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void Splash( const Vector &vecSplashPos );
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void Splash( const Vector &vecSplashPos );
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@ -170,7 +171,7 @@ public:
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m_iHealth = 0;
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m_iHealth = 0;
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}
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}
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virtual void ShowHostile(bool hostile = true);
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virtual void SetEyeState(int state);
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DEFINE_CUSTOM_AI;
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DEFINE_CUSTOM_AI;
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@ -185,7 +186,6 @@ private:
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void StopBurst( bool bInterruptSchedule = false );
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void StopBurst( bool bInterruptSchedule = false );
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void UpdatePanels( void );
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void UpdatePanels( void );
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void SetEyeState( int state );
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@ -206,6 +206,7 @@ private:
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// Are we being held by the physcannon?
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// Are we being held by the physcannon?
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bool IsHeldByPhyscannon( );
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bool IsHeldByPhyscannon( );
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void ShowHostile(bool hostile = true);
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void StartLoitering( const Vector &vecLoiterPosition );
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void StartLoitering( const Vector &vecLoiterPosition );
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void StopLoitering() { m_vecLoiterPosition = vec3_invalid; m_fTimeNextLoiterPulse = gpGlobals->curtime; }
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void StopLoitering() { m_vecLoiterPosition = vec3_invalid; m_fTimeNextLoiterPulse = gpGlobals->curtime; }
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bool IsLoitering() { return m_vecLoiterPosition != vec3_invalid; }
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bool IsLoitering() { return m_vecLoiterPosition != vec3_invalid; }
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@ -92,7 +92,8 @@ public:
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void MoveToTarget(float flInterval, const Vector &MoveTarget);
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void MoveToTarget(float flInterval, const Vector &MoveTarget);
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void ShowHostile(bool hostile = true);
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void PlayAttackSound(bool hostile = true);
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void SetEyeState(int state);
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DECLARE_DATADESC();
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DECLARE_DATADESC();
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@ -493,7 +494,7 @@ void CNPC_LostSoul::CheckCollisions(float flInterval)
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// Purpose:
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// Purpose:
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// Input : hostile -
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// Input : hostile -
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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void CNPC_LostSoul::ShowHostile(bool hostile /*= true*/)
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void CNPC_LostSoul::PlayAttackSound(bool hostile /*= true*/)
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{
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{
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if (hostile)
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if (hostile)
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{
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{
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@ -505,6 +506,15 @@ void CNPC_LostSoul::ShowHostile(bool hostile /*= true*/)
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}
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : state -
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//-----------------------------------------------------------------------------
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void CNPC_LostSoul::SetEyeState(int state)
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{
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// Do nothing for now
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}
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// Purpose:
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// Purpose:
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//
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//
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