1 #ifdef REGISTER_MONSTER
4 /* function */ m_zombie,
5 /* spawnflags */ MONSTER_RESPAWN_DEATHPOINT,
6 /* mins,maxs */ '-18 -18 -25', '18 18 47',
7 /* model */ "zombie.dpm",
8 /* netname */ "zombie",
9 /* fullname */ _("Zombie")
14 float autocvar_g_monster_zombie;
15 float autocvar_g_monster_zombie_stopspeed;
16 float autocvar_g_monster_zombie_attack_leap_damage;
17 float autocvar_g_monster_zombie_attack_leap_delay;
18 float autocvar_g_monster_zombie_attack_leap_force;
19 float autocvar_g_monster_zombie_attack_leap_speed;
20 float autocvar_g_monster_zombie_attack_stand_damage;
21 float autocvar_g_monster_zombie_attack_stand_delay;
22 float autocvar_g_monster_zombie_health;
23 float autocvar_g_monster_zombie_speed_walk;
24 float autocvar_g_monster_zombie_speed_run;
26 const float zombie_anim_attackleap = 0;
27 const float zombie_anim_attackrun1 = 1;
28 const float zombie_anim_attackrun2 = 2;
29 const float zombie_anim_attackrun3 = 3;
30 const float zombie_anim_attackstanding1 = 4;
31 const float zombie_anim_attackstanding2 = 5;
32 const float zombie_anim_attackstanding3 = 6;
33 const float zombie_anim_blockend = 7;
34 const float zombie_anim_blockstart = 8;
35 const float zombie_anim_deathback1 = 9;
36 const float zombie_anim_deathback2 = 10;
37 const float zombie_anim_deathback3 = 11;
38 const float zombie_anim_deathfront1 = 12;
39 const float zombie_anim_deathfront2 = 13;
40 const float zombie_anim_deathfront3 = 14;
41 const float zombie_anim_deathleft1 = 15;
42 const float zombie_anim_deathleft2 = 16;
43 const float zombie_anim_deathright1 = 17;
44 const float zombie_anim_deathright2 = 18;
45 const float zombie_anim_idle = 19;
46 const float zombie_anim_painback1 = 20;
47 const float zombie_anim_painback2 = 21;
48 const float zombie_anim_painfront1 = 22;
49 const float zombie_anim_painfront2 = 23;
50 const float zombie_anim_runbackwards = 24;
51 const float zombie_anim_runbackwardsleft = 25;
52 const float zombie_anim_runbackwardsright = 26;
53 const float zombie_anim_runforward = 27;
54 const float zombie_anim_runforwardleft = 28;
55 const float zombie_anim_runforwardright = 29;
56 const float zombie_anim_spawn = 30;
58 void zombie_attack_leap_touch()
67 angles_face = vectoangles(self.moveto - self.origin);
68 angles_face = normalize(angles_face) * autocvar_g_monster_zombie_attack_leap_force;
69 Damage(other, self, self, autocvar_g_monster_zombie_attack_leap_damage * monster_skill, DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
70 self.touch = MonsterTouch; // instantly turn it off to stop damage spam
73 if (trace_dphitcontents)
74 self.touch = MonsterTouch;
77 float zombie_attack(float attack_type)
81 case MONSTER_ATTACK_MELEE:
83 float rand = random(), chosen_anim;
86 chosen_anim = zombie_anim_attackstanding1;
88 chosen_anim = zombie_anim_attackstanding2;
90 chosen_anim = zombie_anim_attackstanding3;
92 monsters_setframe(chosen_anim);
94 self.attack_finished_single = time + autocvar_g_monster_zombie_attack_stand_delay;
96 monster_melee(self.enemy, autocvar_g_monster_zombie_attack_stand_damage, 0.3, DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
100 case MONSTER_ATTACK_RANGED:
102 makevectors(self.angles);
103 if(monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * autocvar_g_monster_zombie_attack_leap_speed + '0 0 200', autocvar_g_monster_zombie_attack_leap_delay))
111 void spawnfunc_monster_zombie()
113 if not(autocvar_g_monster_zombie) { remove(self); return; }
115 self.classname = "monster_zombie";
117 self.monster_spawnfunc = spawnfunc_monster_zombie;
119 if(Monster_CheckAppearFlags(self))
122 if not(monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
125 float m_zombie(float req)
131 monster_move(autocvar_g_monster_zombie_speed_run, autocvar_g_monster_zombie_speed_walk, autocvar_g_monster_zombie_stopspeed, zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
136 monsters_setframe((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
141 if not(self.health) self.health = autocvar_g_monster_zombie_health;
143 self.monster_attackfunc = zombie_attack;
144 monsters_setframe(zombie_anim_spawn);
145 self.spawn_time = time + 2.1;
146 self.spawnshieldtime = self.spawn_time;
147 self.respawntime = 0.1;
163 float m_zombie(float req)
174 precache_model ("models/monsters/zombie.dpm");
183 #endif // REGISTER_MONSTER