1 const vector BRUTE_MIN = '-36 -36 -20';
2 const vector BRUTE_MAX = '36 36 50';
4 string BRUTE_MODEL = "models/monsters/ogre.dpm";
7 float autocvar_g_monster_brute;
8 float autocvar_g_monster_brute_health;
9 float autocvar_g_monster_brute_chainsaw_damage;
10 float autocvar_g_monster_brute_speed_walk;
11 float autocvar_g_monster_brute_speed_run;
12 float autocvar_g_monster_brute_attack_uzi_bullets;
13 float autocvar_g_monster_brute_attack_uzi_damage;
14 float autocvar_g_monster_brute_attack_uzi_force;
15 float autocvar_g_monster_brute_attack_uzi_chance;
16 float autocvar_g_monster_brute_attack_grenade_damage;
17 float autocvar_g_monster_brute_attack_grenade_edgedamage;
18 float autocvar_g_monster_brute_attack_grenade_force;
19 float autocvar_g_monster_brute_attack_grenade_radius;
21 const float brute_anim_idle = 0;
22 const float brute_anim_walk = 1;
23 const float brute_anim_run = 2;
24 const float brute_anim_pain = 3;
25 const float brute_anim_swing = 4;
26 const float brute_anim_die = 5;
32 self.think = brute_think;
33 self.nextthink = time + self.ticrate;
35 monster_move(autocvar_g_monster_brute_speed_run, autocvar_g_monster_brute_speed_walk, 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
40 self.brute_cycles += 1;
41 self.angles_y = self.angles_y + random()* 25;
43 monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
45 if(self.brute_cycles <= 4)
46 defer(0.2, brute_blade);
51 self.brute_cycles += 1;
53 monster_makevectors(self.enemy);
55 W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_uzi_damage);
56 fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_brute_attack_uzi_damage, autocvar_g_monster_brute_attack_uzi_force, DEATH_MONSTER_BRUTE_UZI, 0, 1, 115);
57 endFireBallisticBullet();
59 if(self.brute_cycles <= autocvar_g_monster_brute_attack_uzi_bullets)
60 defer(0.1, brute_uzi);
63 void brute_grenade_explode()
65 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
66 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
68 self.event_damage = func_null;
69 self.takedamage = DAMAGE_NO;
71 if(self.movetype == MOVETYPE_NONE)
72 self.velocity = self.oldvelocity;
74 RadiusDamage (self, self.realowner, autocvar_g_monster_brute_attack_grenade_damage, autocvar_g_monster_brute_attack_grenade_edgedamage, autocvar_g_monster_brute_attack_grenade_radius, world, autocvar_g_monster_brute_attack_grenade_force, self.projectiledeathtype, other);
79 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
84 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
85 return; // g_projectiles_damage says to halt
87 self.health = self.health - damage;
90 W_PrepareExplosionByDamage(attacker, self.use);
93 void brute_grenade_touch()
100 void brute_grenade_think()
102 self.nextthink = time;
106 brute_grenade_explode();
115 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_grenade_damage);
116 w_shotdir = v_forward; // no TrueAim for grenades please
119 gren.owner = gren.realowner = self;
120 gren.classname = "grenade";
121 gren.bot_dodge = TRUE;
122 gren.bot_dodgerating = autocvar_g_monster_brute_attack_grenade_damage;
123 gren.movetype = MOVETYPE_BOUNCE;
124 PROJECTILE_MAKETRIGGER(gren);
125 gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
126 setorigin(gren, w_shotorg);
127 setsize(gren, '-3 -3 -3', '3 3 3');
130 gren.nextthink = time;
131 gren.think = brute_grenade_think;
132 gren.use = brute_grenade_explode;
133 gren.touch = brute_grenade_touch;
135 gren.takedamage = DAMAGE_YES;
136 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
137 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
138 gren.event_damage = brute_grenade_damage;
139 gren.damagedbycontents = TRUE;
140 gren.missile_flags = MIF_SPLASH | MIF_ARC;
141 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
143 gren.angles = vectoangles (gren.velocity);
144 gren.flags = FL_PROJECTILE;
146 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
149 float brute_attack(float attack_type)
153 case MONSTER_ATTACK_MELEE:
155 self.brute_cycles = 0;
156 monsters_setframe(brute_anim_swing);
157 self.attack_finished_single = time + 1.3;
162 case MONSTER_ATTACK_RANGED:
164 self.brute_cycles = 0;
165 if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
167 monsters_setframe(brute_anim_pain);
168 self.attack_finished_single = time + 0.8;
169 defer(0.1, brute_uzi);
173 monster_makevectors(self.enemy);
175 monsters_setframe(brute_anim_pain);
176 self.attack_finished_single = time + 1.2;
188 Monster_CheckDropCvars ("brute");
190 self.think = monster_dead_think;
191 self.nextthink = time + self.ticrate;
192 self.ltime = time + 5;
193 monsters_setframe(brute_anim_die);
195 monster_hook_death(); // for post-death mods
201 self.health = autocvar_g_monster_brute_health;
203 self.damageforcescale = 0.003;
204 self.classname = "monster_brute";
205 self.monster_attackfunc = brute_attack;
206 self.nextthink = time + random() * 0.5 + 0.1;
207 self.think = brute_think;
208 self.weapon = WEP_GRENADE_LAUNCHER;
210 monsters_setframe(brute_anim_idle);
212 monster_setupsounds("brute");
214 monster_hook_spawn(); // for post-spawn mods
217 void spawnfunc_monster_brute()
219 if not(autocvar_g_monster_brute) { remove(self); return; }
221 self.monster_spawnfunc = spawnfunc_monster_brute;
223 if(Monster_CheckAppearFlags(self))
226 if not (monster_initialize(
227 "Brute", MONSTER_BRUTE,
228 BRUTE_MIN, BRUTE_MAX,
230 brute_die, brute_spawn))