5 MODEL(MON_ZOMBIE, "models/monsters/zombie.dpm");
9 ATTRIB(Zombie, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RIDE);
10 ATTRIB(Zombie, mins, vector, '-18 -18 -25');
11 ATTRIB(Zombie, maxs, vector, '18 18 47');
13 ATTRIB(Zombie, m_model, Model, MDL_MON_ZOMBIE);
15 ATTRIB(Zombie, netname, string, "zombie");
16 ATTRIB(Zombie, monster_name, string, _("Zombie"));
19 REGISTER_MONSTER(ZOMBIE, NEW(Zombie)) {
21 this.mr_precache(this);
30 float autocvar_g_monster_zombie_health;
31 float autocvar_g_monster_zombie_damageforcescale = 0.55;
32 float autocvar_g_monster_zombie_attack_melee_damage;
33 float autocvar_g_monster_zombie_attack_melee_delay;
34 float autocvar_g_monster_zombie_attack_leap_damage;
35 float autocvar_g_monster_zombie_attack_leap_force;
36 float autocvar_g_monster_zombie_attack_leap_speed;
37 float autocvar_g_monster_zombie_attack_leap_delay;
38 float autocvar_g_monster_zombie_speed_stop;
39 float autocvar_g_monster_zombie_speed_run;
40 float autocvar_g_monster_zombie_speed_walk;
43 const float zombie_anim_attackleap = 0;
44 const float zombie_anim_attackrun1 = 1;
45 const float zombie_anim_attackrun2 = 2;
46 const float zombie_anim_attackrun3 = 3;
47 const float zombie_anim_attackstanding1 = 4;
48 const float zombie_anim_attackstanding2 = 5;
49 const float zombie_anim_attackstanding3 = 6;
50 const float zombie_anim_blockend = 7;
51 const float zombie_anim_blockstart = 8;
52 const float zombie_anim_deathback1 = 9;
53 const float zombie_anim_deathback2 = 10;
54 const float zombie_anim_deathback3 = 11;
55 const float zombie_anim_deathfront1 = 12;
56 const float zombie_anim_deathfront2 = 13;
57 const float zombie_anim_deathfront3 = 14;
58 const float zombie_anim_deathleft1 = 15;
59 const float zombie_anim_deathleft2 = 16;
60 const float zombie_anim_deathright1 = 17;
61 const float zombie_anim_deathright2 = 18;
62 const float zombie_anim_idle = 19;
63 const float zombie_anim_painback1 = 20;
64 const float zombie_anim_painback2 = 21;
65 const float zombie_anim_painfront1 = 22;
66 const float zombie_anim_painfront2 = 23;
67 const float zombie_anim_runbackwards = 24;
68 const float zombie_anim_runbackwardsleft = 25;
69 const float zombie_anim_runbackwardsright = 26;
70 const float zombie_anim_runforward = 27;
71 const float zombie_anim_runforwardleft = 28;
72 const float zombie_anim_runforwardright = 29;
73 const float zombie_anim_spawn = 30;
78 void M_Zombie_Attack_Leap_Touch()
87 angles_face = vectoangles(self.moveto - self.origin);
88 angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
89 Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP.m_id, other.origin, angles_face);
90 self.touch = Monster_Touch; // instantly turn it off to stop damage spam
94 if (trace_dphitcontents)
97 self.touch = Monster_Touch;
101 void M_Zombie_Defend_Block_End()
106 setanim(self, self.anim_blockend, false, true, true);
107 self.armorvalue = autocvar_g_monsters_armor_blockpercent;
110 float M_Zombie_Defend_Block()
112 self.armorvalue = 0.9;
113 self.state = MONSTER_ATTACK_MELEE; // freeze monster
114 self.attack_finished_single[0] = time + 2.1;
115 self.anim_finished = self.attack_finished_single[0];
116 setanim(self, self.anim_blockstart, false, true, true);
118 Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
123 float M_Zombie_Attack(float attack_type, entity targ)
127 case MONSTER_ATTACK_MELEE:
129 if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
130 return M_Zombie_Defend_Block();
132 float rand = random();
136 chosen_anim = self.anim_melee1;
138 chosen_anim = self.anim_melee2;
140 chosen_anim = self.anim_melee3;
142 return Monster_Attack_Melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
144 case MONSTER_ATTACK_RANGED:
146 makevectors(self.angles);
147 return Monster_Attack_Leap(self.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
154 spawnfunc(monster_zombie) { Monster_Spawn(MON_ZOMBIE.monsterid); }
158 METHOD(Zombie, mr_think, bool(Zombie thismon))
161 if(time >= self.spawn_time)
162 self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
165 METHOD(Zombie, mr_pain, bool(Zombie thismon))
168 self.pain_finished = time + 0.34;
169 setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
172 METHOD(Zombie, mr_death, bool(Zombie thismon))
175 self.armorvalue = autocvar_g_monsters_armor_blockpercent;
177 setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
182 METHOD(Zombie, mr_anim, bool(Zombie thismon))
185 vector none = '0 0 0';
186 self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
187 self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
188 self.anim_spawn = animfixfps(self, '30 1 3', none);
189 self.anim_walk = animfixfps(self, '27 1 1', none);
190 self.anim_idle = animfixfps(self, '19 1 1', none);
191 self.anim_pain1 = animfixfps(self, '20 1 2', none); // 0.5 seconds
192 self.anim_pain2 = animfixfps(self, '22 1 2', none); // 0.5 seconds
193 self.anim_melee1 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
194 self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
195 self.anim_melee3 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
196 self.anim_shoot = animfixfps(self, '0 1 5', none); // analyze models and set framerate
197 self.anim_run = animfixfps(self, '27 1 1', none);
198 self.anim_blockstart = animfixfps(self, '8 1 1', none);
199 self.anim_blockend = animfixfps(self, '7 1 1', none);
205 METHOD(Zombie, mr_setup, bool(Zombie thismon))
207 if(!self.health) self.health = (autocvar_g_monster_zombie_health);
208 if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
209 if(!self.speed2) { self.speed2 = (autocvar_g_monster_zombie_speed_run); }
210 if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
212 if(self.spawnflags & MONSTERFLAG_NORESPAWN)
213 self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
215 self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
217 self.monster_loot = spawnfunc_item_health_medium;
218 self.monster_attackfunc = M_Zombie_Attack;
219 self.spawnshieldtime = self.spawn_time;
220 self.respawntime = 0.2;
221 self.damageforcescale = 0.0001; // no push while spawning
223 setanim(self, self.anim_spawn, false, true, true);
224 self.spawn_time = self.animstate_endtime;
228 METHOD(Zombie, mr_precache, bool(Zombie thismon))