add refactoring info
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@ -1,24 +1,5 @@
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// client.qc: player-adjacent functions
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void() player_axe1;
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void() player_axeb1;
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void() player_axec1;
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void() player_axed1;
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void() player_die_ax1;
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void() player_diea1;
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void() player_dieb1;
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void() player_diec1;
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void() player_died1;
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void() player_diee1;
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void() player_light1;
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void() player_nail1;
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void() player_pain;
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void() player_rocket1;
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void() player_run;
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void() player_run;
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void() player_shot1;
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void() player_stand1;
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/*
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=============================================================================
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119
source/defs.qc
119
source/defs.qc
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@ -641,9 +641,12 @@ void() SUB_UseTargets;
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void() SUB_Remove;
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// combat.qc
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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float(entity e, float healamount, float ignore) T_Heal; // health function
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float(entity targ, entity inflictor) CanDamage;
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void() T_MissileTouch;
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void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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// weapons.qc
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void() W_FireAxe;
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@ -655,11 +658,24 @@ void() W_FireGrenade;
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void(float ox) W_FireSpikes;
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void() W_FireSuperSpikes;
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float() W_BestWeapon;
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void() W_SetCurrentAmmo;
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void() W_WeaponFrame;
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void() army_fire;
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float() DemonCheckAttack;
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void() Demon_JumpTouch;
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void(float side) Demon_Melee;
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float() DogCheckAttack;
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void() dog_leap1;
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void() dog_run1;
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void() ShalHome;
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void() ShalMissile;
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void() ShalMissileTouch;
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float() crandom;
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float() DemonCheckAttack;
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float() DogCheckAttack;
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float() WizardCheckAttack;
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float(entity targ) infront;
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float(entity targ) range;
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float(entity targ) visible;
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@ -667,25 +683,14 @@ float(entity targ, entity attacker) SameTeam;
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float(float v) anglemod;
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void() DecodeLevelParms;
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void(entity ent) CopyToBodyQue;
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void() Demon_JumpTouch;
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void() InitBodyQue;
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void() PlayerDie;
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void() ShalHome;
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void() ShalMissile;
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void() ShalMissileTouch;
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void() SuperDamageSound;
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void() T_MissileTouch;
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void() W_SetCurrentAmmo;
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void() W_WeaponFrame;
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void() ai_face;
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void() armor_touch;
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void() army_fire;
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void() bubble_bob;
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void() bubble_remove;
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void() button_return;
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void() button_wait;
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void() dog_leap1;
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void() dog_run1;
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void() door_go_down;
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void() door_go_up;
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void() fd_secret_done;
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@ -701,58 +706,88 @@ void() finale_3;
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void() finale_4;
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void() fire_fly;
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void() fire_touch;
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void() func_train_find;
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void() health_touch;
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void() hk_idle_sound;
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void() hknight_char_a1;
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void() hknight_run1;
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void() info_player_start;
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void() item_megahealth_rot;
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void() knight_atk1;
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void() knight_bow1;
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void() knight_bow6;
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void() knight_runatk1;
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void() knight_walk1;
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void() make_bubbles;
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void() monster_death_use;
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void() movetarget_f;
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void() powerup_touch;
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void() set_suicide_frame;
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void(vector org, vector dir) launch_spike;
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void() spike_touch;
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void() superspike_touch;
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void() swimmonster_start;
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void() t_movetarget;
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void() train_next;
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void(entity targ, entity attacker) ClientObituary;
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void(float num_bubbles) DeathBubbles;
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void(vector dest) ChooseTurn;
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void(vector org, vector vec) LaunchLaser;
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void(vector org, vector vel, float damage) SpawnBlood;
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void() BecomeExplosion;
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void() hknight_char_a1;
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void() hknight_run1;
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void() ogre_smash1;
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void() ogre_swing1;
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void() plat_center_touch;
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void() plat_crush;
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void() plat_go_down;
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void() plat_go_up;
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void() plat_outside_touch;
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void() plat_trigger_use;
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void() powerup_touch;
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void() set_suicide_frame;
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void() knight_atk1;
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void() knight_bow1;
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void() knight_bow6;
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void() knight_runatk1;
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void() knight_walk1;
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void() PlayerDie;
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void() player_axe1;
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void() player_axeb1;
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void() player_axec1;
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void() player_axed1;
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void() player_die_ax1;
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void() player_diea1;
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void() player_dieb1;
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void() player_diec1;
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void() player_died1;
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void() player_diee1;
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void() player_light1;
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void() player_nail1;
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void() player_pain;
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void() player_rocket1;
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void() player_run;
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void() player_run;
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void() player_shot1;
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void() player_stand1;
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void() sham_smash1;
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void(vector org, vector dir) launch_spike;
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void() sham_swingl1;
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void() sham_swingr1;
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void() sham_swingr1;
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void() spike_touch;
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void() superspike_touch;
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void() swimmonster_start;
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void() t_movetarget;
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void() tbaby_jump1;
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void() tbaby_jump5;
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void() train_next;
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float() WizardCheckAttack;
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void() wiz_run1;
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void() wiz_side1;
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void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
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void(entity targ, entity attacker) ClientObituary;
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void(entity targ, entity inflictor, entity attacker, float damage) T_Damage;
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void(float num_bubbles) DeathBubbles;
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void(float side) Demon_Melee;
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void(vector dest) ChooseTurn;
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void(vector org, vector vec) LaunchLaser;
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void(vector org, vector vel, float damage) SpawnBlood;
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void() BecomeExplosion;
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void(vector org) spawn_tfog;
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void(vector org, entity death_owner) spawn_tdeath;
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void() info_player_start;
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void() func_train_find;
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void(vector p) boss_missile;
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// EOF
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@ -45,6 +45,11 @@ $frame w_attack21 w_attack22
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$frame magicc1 magicc2 magicc3 magicc4 magicc5 magicc6 magicc7 magicc8
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$frame magicc9 magicc10 magicc11
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void() hknight_idle_sound = {
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if(random() < 0.2) {
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sound(self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM);
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}
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};
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void(float offset) hknight_shot = {
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local vector offang;
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@ -118,7 +123,7 @@ void() hknight_stand9 = [ $stand9, hknight_stand1 ] {ai_stand();};
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//===========================================================================
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void() hknight_walk1 = [ $walk1, hknight_walk2 ] {
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hk_idle_sound();
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hknight_idle_sound();
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ai_walk(2);
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};
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void() hknight_walk2 = [ $walk2, hknight_walk3 ] {ai_walk(5);};
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@ -144,7 +149,7 @@ void() hknight_walk20 = [ $walk20, hknight_walk1 ] {ai_walk(2);};
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//===========================================================================
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void() hknight_run1 = [ $run1, hknight_run2 ] {
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hk_idle_sound();
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hknight_idle_sound();
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ai_run(20);
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CheckForCharge();
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};
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@ -342,12 +347,6 @@ void() hknight_watk22 = [ $w_attack22, hknight_run1 ] {ai_charge(3);};
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//============================================================================
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void() hk_idle_sound = {
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if(random() < 0.2) {
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sound(self, CHAN_VOICE, "hknight/idle.wav", 1, ATTN_NORM);
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}
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};
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void(entity attacker, float damage) hknight_pain = {
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if(self.pain_finished > time) {
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return;
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