void CHL1MP_Player::GiveDefaultItems( void )
{
    GiveNamedItem( "weapon_crowbar" );
    GiveNamedItem( "weapon_glock" );

    CBasePlayer::GiveAmmo( 68, "9mmRound" );
}
void CHL2MP_Player::GiveDefaultItems( void )
{
	EquipSuit();

	CBasePlayer::GiveAmmo( 255,	"Pistol");
	CBasePlayer::GiveAmmo( 45,	"SMG1");
	CBasePlayer::GiveAmmo( 6,	"Buckshot");
	CBasePlayer::GiveAmmo( 6,	"357" );

	GiveNamedItem( "weapon_crowbar" );
	GiveNamedItem( "weapon_pistol" );
	GiveNamedItem( "weapon_smg1" );
	GiveNamedItem( "weapon_physcannon" );

	const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" );

	CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName );

	if ( pDefaultWeapon )
	{
		Weapon_Switch( pDefaultWeapon );
	}
	else
	{
		Weapon_Switch( Weapon_OwnsThisType( "weapon_physcannon" ) );
	}
}
Esempio n. 3
0
void CSDKPlayer::CheatImpulseCommands( int iImpulse )
{
	if ( iImpulse != 101 )
	{
		BaseClass::CheatImpulseCommands( iImpulse );
		return ;
	}
	gEvilImpulse101 = true;

	EquipSuit();

	GiveNamedItem( "weapon_mp5" );
	GiveNamedItem( "weapon_grenade" );
	GiveNamedItem( "weapon_shotgun" );

	// Give the player everything!
	GiveAmmo( 90, AMMO_BULLETS );
	GiveAmmo( 3, AMMO_GRENADE );
	
	if ( GetHealth() < 100 )
	{
		TakeHealth( 25, DMG_GENERIC );
	}

	gEvilImpulse101		= false;
}
Esempio n. 4
0
//Tony; this is where default items go when not using playerclasses!
void CSDKPlayer::GiveDefaultItems()
{
#if !defined ( SDK_USE_PLAYERCLASSES )
	if ( State_Get() == STATE_ACTIVE )
	{
		CBasePlayer::GiveAmmo( 30,	"pistol");
		CBasePlayer::GiveAmmo( 30,	"mp5");
		CBasePlayer::GiveAmmo( 12,	"shotgun");
		CBasePlayer::GiveAmmo( 5,	"grenades" );

		GiveNamedItem( "weapon_pistol" );
		GiveNamedItem( "weapon_mp5" );
		GiveNamedItem( "weapon_shotgun" );
		GiveNamedItem( "weapon_crowbar" );
		GiveNamedItem( "weapon_grenade" );
	}
#endif
}
Esempio n. 5
0
void CHL2MP_Player::GiveDefaultItems( void )
{
	EquipSuit();

	//GiveNamedItem( "weapon_kungfu" );
	CBaseCombatWeapon *pDefault = static_cast<CBaseCombatWeapon*>(GiveNamedItem( "weapon_combatknife" ));
	Assert( pDefault );
	Weapon_Switch( pDefault );

	if ( IsBot() )
	{
		CBaseCombatWeapon *pMac11 = static_cast<CBaseCombatWeapon*>(GiveNamedItem( "weapon_mac11" ));
		Weapon_Switch( pMac11 );
		CBasePlayer::GiveAmmo( 128, "Mac11" );
	}

	FileWeaponInfo_t* pInfo = GetFileWeaponInfoFromHandle( LookupWeaponInfoSlot( "weapon_deringer" ) );
	if ( pInfo )
		CBasePlayer::GiveAmmo( pInfo->iDefaultAmmoPrimary, "Deringer" );
}
Esempio n. 6
0
//BP On file tous les items et des munitions
void CHL2MP_Player::GiveAllItems( void )
{
    EquipSuit();

    CBasePlayer::GiveAmmo( 355,	"SMG1");
    CBasePlayer::GiveAmmo( 5,	"Buckshot");
    CBasePlayer::GiveAmmo( 15,	"XBowBolt" );
    CBasePlayer::GiveAmmo( 10,	"RPG_round");
    CBasePlayer::GiveAmmo( 100,	"357");
    CBasePlayer::GiveAmmo( 5,	"Grenade" );
    CBasePlayer::GiveAmmo( 2,	"slam" );

    GiveNamedItem( "weapon_flower" );
    GiveNamedItem( "weapon_bat" );
    GiveNamedItem( "weapon_revolver" );
    GiveNamedItem( "weapon_uzi" );
    GiveNamedItem( "weapon_bigshotgun" );
    GiveNamedItem( "weapon_carebearstare" );
    GiveNamedItem( "weapon_flowerlauncher" );
    GiveNamedItem( "weapon_bazooka" );
    GiveNamedItem( "weapon_grenade" );
    GiveNamedItem( "weapon_mine" );
}
Esempio n. 7
0
void CHL2MP_Player::GiveDefaultItems( void )
{
	EquipSuit();

	//BP En période de construction du mode forts, on ne donne que le physgun
	if(HL2MPRules()->GetGameType() == GAME_FORTS && HL2MPRules()->IsFortsBuildPhase())
	{
		GiveNamedItem( "weapon_carebearstare" );
		Weapon_Switch( Weapon_OwnsThisType( "weapon_carebearstare" ) );

		return;
	}

	if(HL2MPRules()->IsHumiliation())
	{	
		if((HL2MPRules()->IsTeamplay() && HL2MPRules()->GetWinningTeamNumber() == GetTeamNumber()) || (!HL2MPRules()->IsTeamplay() && HL2MPRules()->GetBestPlayer() == this))
			GiveNamedItem("weapon_bat");
		else
			GiveNamedItem("weapon_flower");

		return;
	}

	GiveNamedItem( "weapon_flower" );
	if(!HL2MPRules()->OnlyGiveFlower())
	{
		GiveNamedItem( "weapon_uzi" );
		CBasePlayer::GiveAmmo( 60,	"SMG1");
		GiveNamedItem( "weapon_grenade" );
		GiveNamedItem( "weapon_grenade" );
		GiveNamedItem( "weapon_revolver" );
		GiveNamedItem( "weapon_flowerlauncher" );
	}

	const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" );

	CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName );
	if ( pDefaultWeapon )
		Weapon_Switch( pDefaultWeapon );
	else
		Weapon_Switch( Weapon_OwnsThisType( "weapon_uzi" ) );
}
void CHL2MP_Player::GiveAllItems( void )
{
	EquipSuit();

//	CBasePlayer::GiveAmmo( 255,	"Pistol");
//	CBasePlayer::GiveAmmo( 255,	"AR2" );
//	CBasePlayer::GiveAmmo( 5,	"AR2AltFire" );
//	CBasePlayer::GiveAmmo( 255,	"SMG1");
//	CBasePlayer::GiveAmmo( 1,	"smg1_grenade");
	CBasePlayer::GiveAmmo( 100,	"Buckshot");
//	CBasePlayer::GiveAmmo( 32,	"357" );
	CBasePlayer::GiveAmmo( 100,	"rpg_round");
	CBasePlayer::GiveAmmo( 200, "XBowBolt" );
	CBasePlayer::GiveAmmo( 200, "Cells");

//	CBasePlayer::GiveAmmo( 1,	"grenade" );
//	CBasePlayer::GiveAmmo( 2,	"slam" );

	GiveNamedItem( "weapon_crowbar" );
//	GiveNamedItem( "weapon_stunstick" );
//	GiveNamedItem( "weapon_pistol" );
//	GiveNamedItem( "weapon_357" );

//	GiveNamedItem( "weapon_smg1" );
//	GiveNamedItem( "weapon_ar2" );
	
	GiveNamedItem( "weapon_shotgun" );
	GiveNamedItem( "weapon_shotgundouble" );
	GiveNamedItem( "weapon_shaft" );
//	GiveNamedItem( "weapon_frag" );
	GiveNamedItem( "weapon_nailgun" );
	GiveNamedItem( "weapon_nailgunsuper" );
	
//	GiveNamedItem( "weapon_crossbow" );
	
	GiveNamedItem( "weapon_rpg" );
	GiveNamedItem( "weapon_grenadelauncher" );

//	GiveNamedItem( "weapon_slam" );
	
}
void CHL2MP_Player::GiveDefaultItems( void )
{
	EquipSuit();

//	CBasePlayer::GiveAmmo( 255,	"Pistol");
//	CBasePlayer::GiveAmmo( 45,	"SMG1");
//	CBasePlayer::GiveAmmo( 1,	"grenade" );
	CBasePlayer::GiveAmmo( 100,	"Buckshot");
//	CBasePlayer::GiveAmmo( 6,	"357" );
	CBasePlayer::GiveAmmo( 100,	"rpg_round");
	CBasePlayer::GiveAmmo( 200, "XBowBolt" );
	CBasePlayer::GiveAmmo( 200, "Cells");


	GiveNamedItem( "weapon_crowbar" );
	GiveNamedItem( "weapon_shotgun" );
	GiveNamedItem( "weapon_shotgundouble" );
//	GiveNamedItem( "weapon_shaft" );
	GiveNamedItem( "weapon_rpg" );
	GiveNamedItem( "weapon_grenadelauncher" );
	GiveNamedItem( "weapon_nailgun" );
	GiveNamedItem( "weapon_nailgunsuper" );
//	GiveNamedItem( "weapon_pistol" );
//	GiveNamedItem( "weapon_smg1" );
//	GiveNamedItem( "weapon_frag" );
//	GiveNamedItem( "weapon_physcannon" );

	const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" );

	CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName );

	if ( pDefaultWeapon )
	{
		Weapon_Switch( pDefaultWeapon );
	}
	else
	{
		Weapon_Switch( Weapon_OwnsThisType( "weapon_shotgun" ) );
	}
}
Esempio n. 10
0
/**
 *  Debug command to give a named weapon
 */
void CCSBot::GiveWeapon( const char *weaponAlias )
{
	const char *translatedAlias = GetTranslatedWeaponAlias( weaponAlias );

	char wpnName[128];
	Q_snprintf( wpnName, sizeof( wpnName ), "weapon_%s", translatedAlias );
	WEAPON_FILE_INFO_HANDLE	hWpnInfo = LookupWeaponInfoSlot( wpnName );
	if ( hWpnInfo == GetInvalidWeaponInfoHandle() )
	{
		return;
	}

	CCSWeaponInfo *pWeaponInfo = dynamic_cast< CCSWeaponInfo* >( GetFileWeaponInfoFromHandle( hWpnInfo ) );
	if ( !pWeaponInfo )
	{
		return;
	}

	if ( !Weapon_OwnsThisType( wpnName ) )
	{
		CBaseCombatWeapon *pWeapon = Weapon_GetSlot( pWeaponInfo->iSlot );
		if ( pWeapon )
		{
			if ( pWeaponInfo->iSlot == WEAPON_SLOT_PISTOL )
			{
				DropPistol();
			}
			else if ( pWeaponInfo->iSlot == WEAPON_SLOT_RIFLE )
			{
				DropRifle();
			}
		}
	}

	GiveNamedItem( wpnName );
}
Esempio n. 11
0
void CHL2MP_Player::GiveDefaultItems( void )
{
	EquipSuit();

	CBasePlayer::GiveAmmo( 255,	"Pistol");
	CBasePlayer::GiveAmmo( 45,	"SMG1");
	CBasePlayer::GiveAmmo( 1,	"grenade" );
	CBasePlayer::GiveAmmo( 6,	"Buckshot");
	CBasePlayer::GiveAmmo( 6,	"357" );

	if ( GetPlayerModelType() == PLAYER_SOUNDS_METROPOLICE || GetPlayerModelType() == PLAYER_SOUNDS_COMBINESOLDIER )
	{
		GiveNamedItem( "weapon_stunstick" );
	}
	else if ( GetPlayerModelType() == PLAYER_SOUNDS_CITIZEN )
	{
		GiveNamedItem( "weapon_crowbar" );
	}
	
	GiveNamedItem( "weapon_pistol" );
	GiveNamedItem( "weapon_smg1" );
	GiveNamedItem( "weapon_frag" );
	GiveNamedItem( "weapon_physcannon" );

	const char *szDefaultWeaponName = engine->GetClientConVarValue( engine->IndexOfEdict( edict() ), "cl_defaultweapon" );

	CBaseCombatWeapon *pDefaultWeapon = Weapon_OwnsThisType( szDefaultWeaponName );

	if ( pDefaultWeapon )
	{
		Weapon_Switch( pDefaultWeapon );
	}
	else
	{
		Weapon_Switch( Weapon_OwnsThisType( "weapon_physcannon" ) );
	}
}
Esempio n. 12
0
void CHL2MP_Player::GiveAllItems( void )
{
	EquipSuit();

	CBasePlayer::GiveAmmo( 255,	"Pistol");
	CBasePlayer::GiveAmmo( 255,	"AR2" );
	CBasePlayer::GiveAmmo( 5,	"AR2AltFire" );
	CBasePlayer::GiveAmmo( 255,	"SMG1");
	CBasePlayer::GiveAmmo( 1,	"smg1_grenade");
	CBasePlayer::GiveAmmo( 255,	"Buckshot");
	CBasePlayer::GiveAmmo( 32,	"357" );
	CBasePlayer::GiveAmmo( 3,	"rpg_round");

	CBasePlayer::GiveAmmo( 1,	"grenade" );
	CBasePlayer::GiveAmmo( 2,	"slam" );

	GiveNamedItem( "weapon_crowbar" );
	GiveNamedItem( "weapon_stunstick" );
	GiveNamedItem( "weapon_pistol" );
	GiveNamedItem( "weapon_357" );

	GiveNamedItem( "weapon_smg1" );
	GiveNamedItem( "weapon_ar2" );
	
	GiveNamedItem( "weapon_shotgun" );
	GiveNamedItem( "weapon_frag" );
	
	GiveNamedItem( "weapon_crossbow" );
	
	GiveNamedItem( "weapon_rpg" );

	GiveNamedItem( "weapon_slam" );

	GiveNamedItem( "weapon_physcannon" );
	
}
Esempio n. 13
0
void CHL2MP_Player::GiveAllItems( void )
{
	EquipSuit();
	
	//DHL - Skillet
	CBasePlayer::GiveAmmo( 120, "Beretta" );
	CBasePlayer::GiveAmmo( 80, "Deagle" );
	CBasePlayer::GiveAmmo( 80, "SAA" );
	CBasePlayer::GiveAmmo( 80, "Deringer" );
	CBasePlayer::GiveAmmo( 300, "Mac11" );
	CBasePlayer::GiveAmmo( 200, "AK47" );
	CBasePlayer::GiveAmmo( 125, "Winchester" );
	CBasePlayer::GiveAmmo( 200, "Thompson" );
	CBasePlayer::GiveAmmo( 50, "MosinNagant" );
	CBasePlayer::GiveAmmo( 75, "Remington" );
	CBasePlayer::GiveAmmo( 50, "SawedOff" );

	//HL2:
	/*CBasePlayer::GiveAmmo( 255,	"Pistol");
	CBasePlayer::GiveAmmo( 255,	"AR2" );
	CBasePlayer::GiveAmmo( 5,	"AR2AltFire" );
	CBasePlayer::GiveAmmo( 255,	"SMG1");
	CBasePlayer::GiveAmmo( 1,	"smg1_grenade");
	CBasePlayer::GiveAmmo( 255,	"Buckshot");
	CBasePlayer::GiveAmmo( 32,	"357" );
	CBasePlayer::GiveAmmo( 3,	"rpg_round");

	CBasePlayer::GiveAmmo( 1,	"grenade" );
	CBasePlayer::GiveAmmo( 2,	"slam" );*/

	//DHL - Skillet
	//Kung Fu!
	//GiveNamedItem( "weapon_kungfu" );

	//Melee
	GiveNamedItem( "weapon_katana" );
	GiveNamedItem( "weapon_combatknife" );
	GiveNamedItem( "weapon_baseballbat" );

	//Handguns
	GiveNamedItem( "weapon_beretta" );
	GiveNamedItem( "weapon_deagle" );
	GiveNamedItem( "weapon_saa" );
	//GiveNamedItem( "weapon_deringer" );

	//Automatics
	GiveNamedItem( "weapon_ak47" );
	GiveNamedItem( "weapon_mac11" );
	GiveNamedItem( "weapon_thompson" );
	
	//Shotguns
	GiveNamedItem( "weapon_sawedoff" );
	GiveNamedItem( "weapon_remington" );

	//Special?
	GiveNamedItem( "weapon_frag" );
	
	//GiveNamedItem( "weapon_crossbow" );
	
	//GiveNamedItem( "weapon_rpg" );

	//GiveNamedItem( "weapon_slam" );

	//Rifles
	GiveNamedItem( "weapon_mosinnagant" );
	GiveNamedItem( "weapon_winchester" );
	
}
Esempio n. 14
0
void CHL1_Player::CheatImpulseCommands( int iImpulse )
{
	switch( iImpulse )
	{
	case 101:
		gEvilImpulse101 = true;
		
		GiveNamedItem( "item_suit" );
		GiveNamedItem( "weapon_physgun" );
		GiveNamedItem( "weapon_crowbar" );
		GiveNamedItem( "weapon_glock" );
		GiveNamedItem( "weapon_357" );
		GiveNamedItem( "weapon_shotgun" );
		GiveNamedItem( "weapon_mp5" );
		GiveNamedItem( "weapon_satchel" );
		GiveNamedItem( "weapon_rpg" );
		GiveNamedItem( "weapon_crossbow" );
		GiveNamedItem( "weapon_egon" );
		GiveNamedItem( "weapon_tripmine" );
		GiveNamedItem( "weapon_gauss" );
		GiveNamedItem( "weapon_handgrenade" );
		GiveNamedItem( "weapon_snark" );
		GiveNamedItem( "weapon_hornetgun" );
		GiveAmmo( 250,	"9mmRound" );
		GiveAmmo( 36,	"357Round" );
		GiveAmmo( 125,	"Buckshot" );
		GiveAmmo( 10,	"MP5_grenade" );
		GiveAmmo( 5,	"RPG_Rocket" );
		GiveAmmo( 50,	"XBowBolt" );
		GiveAmmo( 100,	"Uranium" );
		GiveAmmo( 10,	"Grenade" );
		GiveAmmo( 8,	"Hornet" );
		GiveAmmo( 15,	"Snark" );
		GiveAmmo( 5,	"TripMine" );
		GiveAmmo( 5,	"Satchel" );

		gEvilImpulse101 = false;
		break;

	case 0:
	default:
		BaseClass::CheatImpulseCommands( iImpulse );
	}
}
Esempio n. 15
0
//=========================================================
//=========================================================
void CBasePlayer::CheatImpulseCommands( int iImpulse )
{
	if( !UTIL_CheatsAllowed() )
	{
		return;
	}

	switch( iImpulse )
	{
	case 76:
		{
			if( !g_bPrecacheGrunt )
			{
				g_bPrecacheGrunt = true;
				ALERT( at_console, "You must now restart to use Grunt-o-matic.\n" );
			}
			else
			{
				UTIL_MakeVectors( Vector( 0, GetViewAngle().y, 0 ) );
				Create( "monster_human_grunt", GetAbsOrigin() + gpGlobals->v_forward * 128, GetAbsAngles() );
			}
			break;
		}

	case 101:
		{
			gEvilImpulse101 = true;
			GiveNamedItem( "item_suit" );
			GiveNamedItem( "item_battery" );
			GiveNamedItem( "weapon_crowbar" );
			GiveNamedItem( "weapon_9mmhandgun" );
			GiveNamedItem( "ammo_9mmclip" );
			GiveNamedItem( "weapon_shotgun" );
			GiveNamedItem( "ammo_buckshot" );
			GiveNamedItem( "weapon_9mmAR" );
			GiveNamedItem( "ammo_9mmAR" );
			GiveNamedItem( "ammo_ARgrenades" );
			GiveNamedItem( "weapon_handgrenade" );
			GiveNamedItem( "weapon_tripmine" );

			GiveNamedItem( "weapon_357" );
			GiveNamedItem( "ammo_357" );
			GiveNamedItem( "weapon_crossbow" );
			GiveNamedItem( "ammo_crossbow" );
			GiveNamedItem( "weapon_egon" );
			GiveNamedItem( "weapon_gauss" );
			GiveNamedItem( "ammo_gaussclip" );
			GiveNamedItem( "weapon_rpg" );
			GiveNamedItem( "ammo_rpgclip" );
			GiveNamedItem( "weapon_satchel" );
			GiveNamedItem( "weapon_snark" );
			GiveNamedItem( "weapon_hornetgun" );

#if USE_OPFOR
			GiveNamedItem( "weapon_knife" );
			GiveNamedItem( "weapon_pipewrench" );
			GiveNamedItem( "weapon_grapple" );
			GiveNamedItem( "weapon_eagle" );
			GiveNamedItem( "weapon_m249" );
			GiveNamedItem( "weapon_displacer" );
			GiveNamedItem( "weapon_sniperrifle" );
			GiveNamedItem( "weapon_sporelauncher" );
			GiveNamedItem( "weapon_shockrifle" );
			GiveNamedItem( "ammo_556" );
			GiveNamedItem( "ammo_762" );
#endif

			gEvilImpulse101 = false;
			break;
		}

	case 102:
		{
			// Gibbage!!!
			CGib::SpawnRandomGibs( this, 1, 1 );
			break;
		}

	case 103:
		{
			// What the hell are you doing?
			auto pEntity = UTIL_FindEntityForward( this );
			if( pEntity )
			{
				CBaseMonster *pMonster = pEntity->MyMonsterPointer();
				if( pMonster )
					pMonster->ReportAIState();
			}
			break;
		}

	case 104:
		{
			// Dump all of the global state varaibles (and global entity names)
			gGlobalState.DumpGlobals();
			break;
		}

	case	105:// player makes no sound for monsters to hear.
		{
			if( m_fNoPlayerSound )
			{
				ALERT( at_console, "Player is audible\n" );
				m_fNoPlayerSound = false;
			}
			else
			{
				ALERT( at_console, "Player is silent\n" );
				m_fNoPlayerSound = true;
			}
			break;
		}

	case 106:
		{
			// Give me the classname and targetname of this entity.
			auto pEntity = UTIL_FindEntityForward( this );
			if( pEntity )
			{
				ALERT( at_console, "Classname: %s", pEntity->GetClassname() );

				if( pEntity->HasTargetname() )
				{
					ALERT( at_console, " - Targetname: %s\n", pEntity->GetTargetname() );
				}
				else
				{
					ALERT( at_console, " - TargetName: No Targetname\n" );
				}

				ALERT( at_console, "Model: %s\n", pEntity->GetModelName() );
				if( HasGlobalName() )
					ALERT( at_console, "Globalname: %s\n", pEntity->GetGlobalName() );
			}

			break;
		}

	case 107:
		{
			TraceResult tr;

			CBaseEntity* pWorld = CWorld::GetInstance();

			Vector start = GetAbsOrigin() + GetViewOffset();
			Vector end = start + gpGlobals->v_forward * 1024;
			UTIL_TraceLine( start, end, ignore_monsters, edict(), &tr );
			if( tr.pHit )
				pWorld = CBaseEntity::Instance( tr.pHit );
			const texture_t* pTexture = UTIL_TraceTexture( pWorld, start, end );
			if( pTexture )
				ALERT( at_console, "Texture: %s\n", pTexture->name );
			break;
		}

	case	195:// show shortest paths for entire level to nearest node
		{
			Create( "node_viewer_fly", GetAbsOrigin(), GetAbsAngles() );
			break;
		}

	case	196:// show shortest paths for entire level to nearest node
		{
			Create( "node_viewer_large", GetAbsOrigin(), GetAbsAngles() );
			break;
		}

	case	197:// show shortest paths for entire level to nearest node
		{
			Create( "node_viewer_human", GetAbsOrigin(), GetAbsAngles() );
			break;
		}

	case	199:// show nearest node and all connections
		{
			ALERT( at_console, "%d\n", WorldGraph.FindNearestNode( GetAbsOrigin(), bits_NODE_GROUP_REALM ) );
			WorldGraph.ShowNodeConnections( WorldGraph.FindNearestNode( GetAbsOrigin(), bits_NODE_GROUP_REALM ) );

			break;
		}
		
	case	202:// Random blood splatter
		{
			UTIL_MakeVectors( GetViewAngle() );
			TraceResult tr;
			UTIL_TraceLine( GetAbsOrigin() + GetViewOffset(), GetAbsOrigin() + GetViewOffset() + gpGlobals->v_forward * 128, ignore_monsters, ENT( pev ), &tr );

			if( tr.flFraction != 1.0 )
			{// line hit something, so paint a decal
				auto pBlood = static_cast< CBloodSplat* >( UTIL_CreateNamedEntity( "blood_splat" ) );
				pBlood->CreateSplat( this );
			}
			break;
		}

	case	203:// remove creature.
		{
			auto pEntity = UTIL_FindEntityForward( this );
			if( pEntity )
			{
				if( pEntity->GetTakeDamageMode() != DAMAGE_NO )
					pEntity->SetThink( &CBaseEntity::SUB_Remove );
			}
			break;
		}
	}
}