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1 const vector BRUTE_MIN = '-36 -36 -20';
2 const vector BRUTE_MAX = '36 36 50';
3
4 string BRUTE_MODEL = "models/monsters/ogre.dpm";
5
6 #ifdef SVQC
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;
20
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;
27
28 .float brute_cycles;
29
30 void brute_think()
31 {
32         self.think = brute_think;
33         self.nextthink = time + self.ticrate;
34         
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);
36 }
37
38 void brute_blade()
39 {
40         self.brute_cycles += 1;
41         self.angles_y = self.angles_y + random()* 25;
42         
43         monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
44         
45         if(self.brute_cycles <= 4)
46                 defer(0.2, brute_blade);
47 }
48
49 void brute_uzi()
50 {
51         self.brute_cycles += 1;
52         
53         monster_makevectors(self.enemy);
54         
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();
58         
59         if(self.brute_cycles <= autocvar_g_monster_brute_attack_uzi_bullets)
60                 defer(0.1, brute_uzi);
61 }
62
63 void brute_grenade_explode()
64 {
65         pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
66         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
67
68         self.event_damage = func_null;
69         self.takedamage = DAMAGE_NO;
70
71         if(self.movetype == MOVETYPE_NONE)
72                 self.velocity = self.oldvelocity;
73
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);
75
76         remove (self);
77 }
78
79 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
80 {
81         if (self.health <= 0)
82                 return;
83                 
84         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
85                 return; // g_projectiles_damage says to halt
86                 
87         self.health = self.health - damage;
88         
89         if (self.health <= 0)
90                 W_PrepareExplosionByDamage(attacker, self.use);
91 }
92
93 void brute_grenade_touch()
94 {
95         PROJECTILE_TOUCH;
96         
97         self.use ();
98 }
99
100 void brute_grenade_think()
101 {
102         self.nextthink = time;
103         if (time > self.cnt)
104         {
105                 other = world;
106                 brute_grenade_explode();
107                 return;
108         }
109 }
110
111 void brute_grenade()
112 {
113         entity gren;
114
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
117
118         gren = spawn ();
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');
128
129         gren.cnt = time + 5;
130         gren.nextthink = time;
131         gren.think = brute_grenade_think;
132         gren.use = brute_grenade_explode;
133         gren.touch = brute_grenade_touch;
134
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);
142
143         gren.angles = vectoangles (gren.velocity);
144         gren.flags = FL_PROJECTILE;
145
146         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
147 }
148
149 float brute_attack(float attack_type)
150 {
151         switch(attack_type)
152         {
153                 case MONSTER_ATTACK_MELEE:
154                 {
155                         self.brute_cycles = 0;
156                         monsters_setframe(brute_anim_swing);
157                         self.attack_finished_single = time + 1.3;
158                         brute_blade();
159                         
160                         return TRUE;
161                 }
162                 case MONSTER_ATTACK_RANGED:
163                 {
164                         self.brute_cycles = 0;
165                         if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
166                         {
167                                 monsters_setframe(brute_anim_pain);
168                                 self.attack_finished_single = time + 0.8;
169                                 defer(0.1, brute_uzi);
170                         }
171                         else
172                         {
173                                 monster_makevectors(self.enemy);
174                                 brute_grenade();
175                                 monsters_setframe(brute_anim_pain);
176                                 self.attack_finished_single = time + 1.2;
177                         }
178                         
179                         return TRUE;
180                 }
181         }
182         
183         return FALSE;
184 }
185
186 void brute_die()
187 {
188         Monster_CheckDropCvars ("brute");
189         
190         self.think = monster_dead_think;
191         self.nextthink = time + self.ticrate;
192         self.ltime = time + 5;
193         monsters_setframe(brute_anim_die);
194                 
195         monster_hook_death(); // for post-death mods
196 }
197
198 void brute_spawn()
199 {
200         if not(self.health)
201                 self.health = autocvar_g_monster_brute_health;
202
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;
209         
210         monsters_setframe(brute_anim_idle);
211         
212         monster_setupsounds("brute");
213         
214         monster_hook_spawn(); // for post-spawn mods
215 }
216
217 void spawnfunc_monster_brute()
218 {
219         if not(autocvar_g_monster_brute) { remove(self); return; }
220         
221         self.monster_spawnfunc = spawnfunc_monster_brute;
222         
223         if(Monster_CheckAppearFlags(self))
224                 return;
225         
226         if not (monster_initialize(
227                          "Brute", MONSTER_BRUTE,
228                          BRUTE_MIN, BRUTE_MAX,
229                          FALSE,
230                          brute_die, brute_spawn))
231         {
232                 remove(self);
233                 return;
234         }
235 }
236
237 #endif // SVQC