1 #ifdef REGISTER_MONSTER
3 /* MON_##id */ BRUISER,
4 /* function */ m_bruiser,
5 /* spawnflags */ MONSTER_SIZE_BROKEN,
6 /* mins,maxs */ '-20 -20 -31', '20 20 53',
7 /* model */ "knight.mdl",
8 /* netname */ "bruiser",
9 /* fullname */ _("Bruiser")
12 #define BRUISER_SETTINGS(monster) \
13 MON_ADD_CVAR(monster, health) \
14 MON_ADD_CVAR(monster, attack_melee_damage) \
15 MON_ADD_CVAR(monster, speed_stop) \
16 MON_ADD_CVAR(monster, speed_run) \
17 MON_ADD_CVAR(monster, speed_walk)
20 BRUISER_SETTINGS(bruiser)
24 const float bruiser_anim_stand = 0;
25 const float bruiser_anim_run = 1;
26 const float bruiser_anim_runattack = 2;
27 const float bruiser_anim_pain1 = 3;
28 const float bruiser_anim_pain2 = 4;
29 const float bruiser_anim_attack = 5;
30 const float bruiser_anim_walk = 6;
31 const float bruiser_anim_kneel = 7;
32 const float bruiser_anim_standing = 8;
33 const float bruiser_anim_death1 = 9;
34 const float bruiser_anim_death2 = 10;
36 float bruiser_attack(float attack_type)
40 case MONSTER_ATTACK_MELEE:
42 float len = vlen(self.velocity);
43 monsters_setframe((len < 50) ? bruiser_anim_attack : bruiser_anim_runattack);
44 self.attack_finished_single = time + 1.25;
46 monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), 0.3, DEATH_MONSTER_BRUISER, FALSE);
50 case MONSTER_ATTACK_RANGED:
52 // no ranged attacks for bruiser
60 void spawnfunc_monster_bruiser()
62 self.classname = "monster_bruiser";
64 self.monster_spawnfunc = spawnfunc_monster_bruiser;
66 if(Monster_CheckAppearFlags(self))
69 if not(monster_initialize(MON_BRUISER, FALSE)) { remove(self); return; }
72 float m_bruiser(float req)
79 pet = findentity(pet, monster_owner, self);
80 float rspeed = MON_CVAR(bruiser, speed_run);
84 if(vlen(self.enemy.origin - pet.origin) < vlen(self.enemy.origin - self.origin))
87 monster_move(rspeed, MON_CVAR(bruiser, speed_walk), MON_CVAR(bruiser, speed_stop), bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
92 monsters_setframe((random() > 0.5) ? bruiser_anim_death1 : bruiser_anim_death2);
97 if not(self.health) self.health = MON_CVAR(bruiser, health);
99 self.monster_loot = spawnfunc_item_armor_medium;
100 self.monster_attackfunc = bruiser_attack;
101 monsters_setframe(bruiser_anim_stand);
112 MON_CONFIG_SETTINGS(BRUISER_SETTINGS(bruiser))
122 float m_bruiser(float req)
133 precache_model ("models/monsters/knight.mdl");
142 #endif // REGISTER_MONSTER