2 const vector KNIGHT_MIN = '-20 -20 -32';
3 const vector KNIGHT_MAX = '20 20 41';
6 string KNIGHT_MODEL = "models/monsters/hknight.mdl";
10 float autocvar_g_monster_knight;
11 float autocvar_g_monster_knight_health;
12 float autocvar_g_monster_knight_melee_damage;
13 float autocvar_g_monster_knight_inferno_damage;
14 float autocvar_g_monster_knight_inferno_damagetime;
15 float autocvar_g_monster_knight_inferno_chance;
16 float autocvar_g_monster_knight_speed_walk;
17 float autocvar_g_monster_knight_speed_run;
18 float autocvar_g_monster_knight_fireball_damage;
19 float autocvar_g_monster_knight_fireball_force;
20 float autocvar_g_monster_knight_fireball_radius;
21 float autocvar_g_monster_knight_fireball_chance;
22 float autocvar_g_monster_knight_fireball_edgedamage;
23 float autocvar_g_monster_knight_spike_chance;
24 float autocvar_g_monster_knight_spike_force;
25 float autocvar_g_monster_knight_spike_radius;
26 float autocvar_g_monster_knight_spike_edgedamage;
27 float autocvar_g_monster_knight_spike_damage;
28 float autocvar_g_monster_knight_jump_chance;
29 float autocvar_g_monster_knight_jump_damage;
30 float autocvar_g_monster_knight_jump_dist;
33 const float knight_anim_stand = 0;
34 const float knight_anim_walk = 1;
35 const float knight_anim_run = 2;
36 const float knight_anim_pain = 3;
37 const float knight_anim_death1 = 4;
38 const float knight_anim_death2 = 5;
39 const float knight_anim_charge1 = 6;
40 const float knight_anim_magic1 = 7;
41 const float knight_anim_magic2 = 8;
42 const float knight_anim_charge2 = 9;
43 const float knight_anim_slice = 10;
44 const float knight_anim_smash = 11;
45 const float knight_anim_wattack = 12;
46 const float knight_anim_magic3 = 13;
52 self.think = knight_think;
53 self.nextthink = time + self.ticrate;
55 monster_move(autocvar_g_monster_knight_speed_run, autocvar_g_monster_knight_speed_walk, 100, knight_anim_run, knight_anim_walk, knight_anim_stand);
60 self.monster_delayedattack = func_null;
65 traceline((self.absmin + self.absmax) * 0.5, (self.enemy.absmin + self.enemy.absmax) * 0.5, TRUE, world);
66 if (trace_fraction != 1)
67 return; // not visible
69 self.enemy.effects |= EF_MUZZLEFLASH;
70 sound(self.enemy, CHAN_AUTO, "player/lava.wav", 1, ATTN_NORM);
72 if(vlen(self.enemy.origin - self.origin) <= 2000)
73 Fire_AddDamage(self.enemy, self, autocvar_g_monster_knight_inferno_damage * monster_skill, autocvar_g_monster_knight_inferno_damagetime, DEATH_MONSTER_KNIGHT_INFERNO);
76 void knight_fireball_explode()
81 pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
83 RadiusDamage(self, self.realowner, autocvar_g_monster_knight_fireball_damage, autocvar_g_monster_knight_fireball_edgedamage, autocvar_g_monster_knight_fireball_force, world, autocvar_g_monster_knight_fireball_radius, self.projectiledeathtype, world);
85 for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= autocvar_g_monster_knight_fireball_radius)
86 Fire_AddDamage(e, self, 5 * monster_skill, autocvar_g_monster_knight_inferno_damagetime, self.projectiledeathtype);
92 void knight_fireball_touch()
96 knight_fireball_explode();
99 void knight_fireball()
101 entity missile = spawn();
102 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
104 monster_makevectors(self.enemy);
106 self.monster_delayedattack = func_null;
109 self.effects |= EF_MUZZLEFLASH;
110 sound(self, CHAN_WEAPON, "weapons/fireball2.wav", 1, ATTN_NORM);
112 missile.owner = missile.realowner = self;
113 missile.solid = SOLID_TRIGGER;
114 missile.movetype = MOVETYPE_FLYMISSILE;
115 missile.projectiledeathtype = DEATH_MONSTER_KNIGHT_FBALL;
116 setsize(missile, '-6 -6 -6', '6 6 6');
117 setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
118 missile.flags = FL_PROJECTILE;
119 missile.velocity = dir * 400;
120 missile.avelocity = '300 300 300';
121 missile.nextthink = time + 5;
122 missile.think = knight_fireball_explode;
123 missile.enemy = self.enemy;
124 missile.touch = knight_fireball_touch;
125 CSQCProjectile(missile, TRUE, PROJECTILE_FIREMINE, TRUE);
128 void knight_spike_explode()
132 pointparticles(particleeffectnum("TE_WIZSPIKE"), self.origin, '0 0 0', 1);
134 RadiusDamage (self, self.realowner, autocvar_g_monster_knight_spike_damage, autocvar_g_monster_knight_spike_edgedamage, autocvar_g_monster_knight_spike_force, world, autocvar_g_monster_knight_spike_radius, DEATH_MONSTER_KNIGHT_SPIKE, other);
139 void knight_spike_touch()
143 knight_spike_explode();
149 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
151 self.effects |= EF_MUZZLEFLASH;
154 missile.owner = missile.realowner = self;
155 missile.solid = SOLID_TRIGGER;
156 missile.movetype = MOVETYPE_FLYMISSILE;
157 setsize (missile, '0 0 0', '0 0 0');
158 setorigin(missile, self.origin + '0 0 10' + v_forward * 14);
159 missile.scale = self.scale;
160 missile.flags = FL_PROJECTILE;
161 missile.velocity = dir * 400;
162 missile.avelocity = '300 300 300';
163 missile.nextthink = time + 5;
164 missile.think = knight_spike_explode;
165 missile.enemy = self.enemy;
166 missile.touch = knight_spike_touch;
167 CSQCProjectile(missile, TRUE, PROJECTILE_CRYLINK, TRUE);
172 self.monster_delayedattack = knight_spikes;
173 self.delay = time + 0.1;
174 self.knight_cycles += 1;
176 if(self.knight_cycles >= 7)
178 self.monster_delayedattack = func_null;
183 float knight_attack_ranged()
185 if not(self.flags & FL_ONGROUND)
188 self.knight_cycles = 0;
190 RandomSelection_Init();
191 RandomSelection_Add(world, 1, "", autocvar_g_monster_knight_fireball_chance, 1);
192 RandomSelection_Add(world, 2, "", autocvar_g_monster_knight_inferno_chance, 1);
193 RandomSelection_Add(world, 3, "", autocvar_g_monster_knight_spike_chance, 1);
194 if(self.health >= 100) RandomSelection_Add(world, 4, "", ((vlen(self.enemy.origin - self.origin) > autocvar_g_monster_knight_jump_dist) ? 1 : autocvar_g_monster_knight_jump_chance), 1);
196 switch(RandomSelection_chosen_float)
200 monsters_setframe(knight_anim_magic2);
201 self.delay = time + 0.4;
202 self.monster_delayedattack = knight_fireball;
203 self.attack_finished_single = time + 2;
209 self.monster_delayedattack = knight_inferno;
210 self.delay = time + 0.5;
211 self.attack_finished_single = time + 3;
216 monsters_setframe(knight_anim_magic3);
217 self.monster_delayedattack = knight_spikes;
218 self.delay = time + 0.4;
219 self.attack_finished_single = time + 3;
225 float er = vlen(self.enemy.origin - self.origin);
227 if(er >= 400 && er < 1200)
228 if(findtrajectorywithleading(self.origin, self.mins, self.maxs, self.enemy, 1000, 0, 10, 0, self))
230 self.velocity = findtrajectory_velocity;
231 Damage(self.enemy, self, self, autocvar_g_monster_knight_jump_damage * monster_skill, DEATH_MONSTER_KNIGHT_CRUSH, self.enemy.origin, normalize(self.enemy.origin - self.origin));
232 self.attack_finished_single = time + 2;
242 float knight_attack(float attack_type)
246 case MONSTER_ATTACK_MELEE:
250 anim = knight_anim_slice;
251 else if(random() < 0.6)
252 anim = knight_anim_smash;
254 anim = knight_anim_wattack;
256 monsters_setframe(anim);
257 self.attack_finished_single = time + 0.7;
258 monster_melee(self.enemy, autocvar_g_monster_knight_melee_damage, 0.3, DEATH_MONSTER_KNIGHT_MELEE, TRUE);
262 case MONSTER_ATTACK_RANGED:
264 if(knight_attack_ranged())
274 float chance = random();
275 Monster_CheckDropCvars ("knight");
277 self.think = monster_dead_think;
278 self.nextthink = time + self.ticrate;
279 self.ltime = time + 5;
280 monsters_setframe((random() > 0.5) ? knight_anim_death1 : knight_anim_death2);
282 if(chance < 0.10 || self.flags & MONSTERFLAG_MINIBOSS)
285 self.superweapons_finished = time + autocvar_g_balance_superweapons_time + 5; // give the player a few seconds to find the weapon
286 self.weapon = WEP_FIREBALL;
289 monster_hook_death(); // for post-death mods
295 self.health = autocvar_g_monster_knight_health;
297 self.damageforcescale = 0.003;
298 self.classname = "monster_knight";
299 self.monster_attackfunc = knight_attack;
300 self.nextthink = time + random() * 0.5 + 0.1;
301 self.think = knight_think;
303 monsters_setframe(knight_anim_stand);
305 monster_setupsounds("knight");
307 monster_hook_spawn(); // for post-spawn mods
310 void spawnfunc_monster_knight()
312 if not(autocvar_g_monster_knight) { remove(self); return; }
314 self.monster_spawnfunc = spawnfunc_monster_knight;
316 if(Monster_CheckAppearFlags(self))
321 if not (monster_initialize(
322 "Knight", MONSTER_KNIGHT,
323 KNIGHT_MIN, KNIGHT_MAX,
325 knight_die, knight_spawn))
332 // compatibility with old spawns
333 void spawnfunc_monster_hell_knight() { spawnfunc_monster_knight(); }