game/server/shit/npc_alien_trooper.cpp
void CSTrooper :: SpeakSentence( void )
{
	if ( m_iSentence == STROOPER_SENT_NONE )
	{
		// no sentence cued up.
		return; 
	}

	if (FOkToSpeak())
	{
		SENTENCEG_PlayRndSz( ENT(pev), pTrooperSentences[ m_iSentence ], STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
		JustSpoke();
	}
}
//=========================================================
// Speak Sentence - say your cued up sentence.
//
// Some grunt sentences (take cover and charge) rely on actually
// being able to execute the intended action. It's really lame
// when a grunt says 'COVER ME' and then doesn't move. The problem
// is that the sentences were played when the decision to TRY
// to move to cover was made. Now the sentence is played after 
// we know for sure that there is a valid path. The schedule
// may still fail but in most cases, well after the grunt has 
// started moving.
//=========================================================
Speak Sentence - say your cued up sentence.
Some grunt sentences (take cover and charge) rely on actually
being able to execute the intended action. It's really lame
when a grunt says 'COVER ME' and then doesn't move. The problem
is that the sentences were played when the decision to TRY
to move to cover was made. Now the sentence is played after
we know for sure that there is a valid path. The schedule
may still fail but in most cases, well after the grunt has
started moving.
Speak Sentence - say your cued up sentence . Some grunt sentences ( take cover and charge ) rely on actually being able to execute the intended action . It ' s really lame when a grunt says ' COVER ME ' and then doesn ' t move . The problem is that the sentences were played when the decision to TRY to move to cover was made . Now the sentence is played after we know for sure that there is a valid path . The schedule may still fail but in most cases well after the grunt has started moving .
void CSTrooper :: SpeakSentence( void )
{
	if ( m_iSentence == STROOPER_SENT_NONE )
	{
		return; 
	}
	if (FOkToSpeak())
	{
		SENTENCEG_PlayRndSz( ENT(pev), pTrooperSentences[ m_iSentence ], STROOPER_SENTENCE_VOLUME, TROOPER_ATTN, 0, m_voicePitch);
		JustSpoke();
	}
}
void CSTrooper :: SpeakSentence ( void ) { if ( m_iSentence == STROOPER_SENT_NONE ) { return ; } if ( FOkToSpeak ( ) ) { SENTENCEG_PlayRndSz ( ENT ( pev ) , pTrooperSentences [ m_iSentence ] , STROOPER_SENTENCE_VOLUME , TROOPER_ATTN , 0 , m_voicePitch ) ; JustSpoke ( ) ; } }
Speak Sentence - say your cued up sentence.
Speak Sentence - say your cued up sentence .
// no sentence cued up.