2 const vector BRUTE_MIN = '-36 -36 -20';
3 const vector BRUTE_MAX = '36 36 50';
6 string BRUTE_MODEL = "models/monsters/ogre.dpm";
10 float autocvar_g_monster_brute;
11 float autocvar_g_monster_brute_health;
12 float autocvar_g_monster_brute_chainsaw_damage;
13 float autocvar_g_monster_brute_speed_walk;
14 float autocvar_g_monster_brute_speed_run;
15 float autocvar_g_monster_brute_attack_uzi_bullets;
16 float autocvar_g_monster_brute_attack_uzi_damage;
17 float autocvar_g_monster_brute_attack_uzi_force;
18 float autocvar_g_monster_brute_attack_uzi_chance;
19 float autocvar_g_monster_brute_attack_grenade_damage;
20 float autocvar_g_monster_brute_attack_grenade_edgedamage;
21 float autocvar_g_monster_brute_attack_grenade_force;
22 float autocvar_g_monster_brute_attack_grenade_radius;
25 const float brute_anim_idle = 0;
26 const float brute_anim_walk = 1;
27 const float brute_anim_run = 2;
28 const float brute_anim_pain = 3;
29 const float brute_anim_swing = 4;
30 const float brute_anim_die = 5;
36 self.think = brute_think;
37 self.nextthink = time + self.ticrate;
39 monster_move(autocvar_g_monster_brute_speed_run, autocvar_g_monster_brute_speed_walk, 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
44 self.brute_cycles += 1;
45 self.angles_y = self.angles_y + random()* 25;
46 self.delay = time + 0.2;
47 self.monster_delayedattack = brute_blade;
49 monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
51 if(self.brute_cycles >= 4)
53 self.monster_delayedattack = func_null;
60 self.brute_cycles += 1;
62 if(self.brute_cycles > autocvar_g_monster_brute_attack_uzi_bullets)
64 self.monster_delayedattack = func_null;
69 monster_makevectors(self.enemy);
71 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);
72 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);
73 endFireBallisticBullet();
75 self.delay = time + 0.1;
76 self.monster_delayedattack = brute_uzi;
79 void brute_grenade_explode()
81 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
82 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
84 self.event_damage = func_null;
85 self.takedamage = DAMAGE_NO;
87 if(self.movetype == MOVETYPE_NONE)
88 self.velocity = self.oldvelocity;
90 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);
95 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
100 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
101 return; // g_projectiles_damage says to halt
103 self.health = self.health - damage;
105 if (self.health <= 0)
106 W_PrepareExplosionByDamage(attacker, self.use);
109 void brute_grenade_touch()
116 void brute_grenade_think()
118 self.nextthink = time;
122 brute_grenade_explode();
131 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);
132 w_shotdir = v_forward; // no TrueAim for grenades please
135 gren.owner = gren.realowner = self;
136 gren.classname = "grenade";
137 gren.bot_dodge = TRUE;
138 gren.bot_dodgerating = autocvar_g_monster_brute_attack_grenade_damage;
139 gren.movetype = MOVETYPE_BOUNCE;
140 PROJECTILE_MAKETRIGGER(gren);
141 gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
142 setorigin(gren, w_shotorg);
143 setsize(gren, '-3 -3 -3', '3 3 3');
146 gren.nextthink = time;
147 gren.think = brute_grenade_think;
148 gren.use = brute_grenade_explode;
149 gren.touch = brute_grenade_touch;
151 gren.takedamage = DAMAGE_YES;
152 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
153 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
154 gren.event_damage = brute_grenade_damage;
155 gren.damagedbycontents = TRUE;
156 gren.missile_flags = MIF_SPLASH | MIF_ARC;
157 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
159 gren.angles = vectoangles (gren.velocity);
160 gren.flags = FL_PROJECTILE;
162 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
165 float brute_attack(float attack_type)
169 case MONSTER_ATTACK_MELEE:
171 self.brute_cycles = 0;
172 monsters_setframe(brute_anim_swing);
173 self.attack_finished_single = time + 1.3;
178 case MONSTER_ATTACK_RANGED:
180 self.brute_cycles = 0;
181 if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
183 monsters_setframe(brute_anim_pain);
184 self.attack_finished_single = time + 0.8;
185 self.delay = time + 0.1;
186 self.monster_delayedattack = brute_uzi;
190 monster_makevectors(self.enemy);
192 monsters_setframe(brute_anim_pain);
193 self.attack_finished_single = time + 1.2;
205 Monster_CheckDropCvars ("brute");
207 self.think = monster_dead_think;
208 self.nextthink = time + self.ticrate;
209 self.ltime = time + 5;
210 monsters_setframe(brute_anim_die);
212 monster_hook_death(); // for post-death mods
218 self.health = autocvar_g_monster_brute_health;
220 self.damageforcescale = 0.003;
221 self.classname = "monster_brute";
222 self.monster_attackfunc = brute_attack;
223 self.nextthink = time + random() * 0.5 + 0.1;
224 self.think = brute_think;
225 self.weapon = WEP_GRENADE_LAUNCHER;
227 monsters_setframe(brute_anim_idle);
229 monster_setupsounds("brute");
231 monster_hook_spawn(); // for post-spawn mods
234 void spawnfunc_monster_brute()
236 if not(autocvar_g_monster_brute) { remove(self); return; }
238 self.monster_spawnfunc = spawnfunc_monster_brute;
240 if(Monster_CheckAppearFlags(self))
243 if not (monster_initialize(
244 "Brute", MONSTER_BRUTE,
245 BRUTE_MIN, BRUTE_MAX,
247 brute_die, brute_spawn))