1 const vector KNIGHT_MIN = '-20 -20 -32';
2 const vector KNIGHT_MAX = '20 20 41';
4 string KNIGHT_MODEL = "models/monsters/hknight.mdl";
7 float autocvar_g_monster_knight;
8 float autocvar_g_monster_knight_health;
9 float autocvar_g_monster_knight_melee_damage;
10 float autocvar_g_monster_knight_inferno_damage;
11 float autocvar_g_monster_knight_inferno_damagetime;
12 float autocvar_g_monster_knight_inferno_chance;
13 float autocvar_g_monster_knight_speed_walk;
14 float autocvar_g_monster_knight_speed_run;
15 float autocvar_g_monster_knight_fireball_damage;
16 float autocvar_g_monster_knight_fireball_force;
17 float autocvar_g_monster_knight_fireball_radius;
18 float autocvar_g_monster_knight_fireball_chance;
19 float autocvar_g_monster_knight_fireball_edgedamage;
20 float autocvar_g_monster_knight_spike_chance;
21 float autocvar_g_monster_knight_spike_force;
22 float autocvar_g_monster_knight_spike_radius;
23 float autocvar_g_monster_knight_spike_edgedamage;
24 float autocvar_g_monster_knight_spike_damage;
25 float autocvar_g_monster_knight_jump_chance;
26 float autocvar_g_monster_knight_jump_damage;
27 float autocvar_g_monster_knight_jump_dist;
29 const float knight_anim_stand = 0;
30 const float knight_anim_walk = 1;
31 const float knight_anim_run = 2;
32 const float knight_anim_pain = 3;
33 const float knight_anim_death1 = 4;
34 const float knight_anim_death2 = 5;
35 const float knight_anim_charge1 = 6;
36 const float knight_anim_magic1 = 7;
37 const float knight_anim_magic2 = 8;
38 const float knight_anim_charge2 = 9;
39 const float knight_anim_slice = 10;
40 const float knight_anim_smash = 11;
41 const float knight_anim_wattack = 12;
42 const float knight_anim_magic3 = 13;
48 self.think = knight_think;
49 self.nextthink = time + self.ticrate;
51 monster_move(autocvar_g_monster_knight_speed_run, autocvar_g_monster_knight_speed_walk, 100, knight_anim_run, knight_anim_walk, knight_anim_stand);
59 traceline((self.absmin + self.absmax) * 0.5, (self.enemy.absmin + self.enemy.absmax) * 0.5, TRUE, world);
60 if (trace_fraction != 1)
61 return; // not visible
63 self.enemy.effects |= EF_MUZZLEFLASH;
64 sound(self.enemy, CHAN_AUTO, "player/lava.wav", 1, ATTN_NORM);
66 if(vlen(self.enemy.origin - self.origin) <= 2000)
67 Fire_AddDamage(self.enemy, self, autocvar_g_monster_knight_inferno_damage * monster_skill, autocvar_g_monster_knight_inferno_damagetime, DEATH_MONSTER_KNIGHT_INFERNO);
70 void knight_fireball_explode()
75 pointparticles(particleeffectnum("fireball_explode"), self.origin, '0 0 0', 1);
77 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);
79 for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= autocvar_g_monster_knight_fireball_radius)
80 Fire_AddDamage(e, self, 5 * monster_skill, autocvar_g_monster_knight_inferno_damagetime, self.projectiledeathtype);
86 void knight_fireball_touch()
90 knight_fireball_explode();
93 void knight_fireball()
95 entity missile = spawn();
96 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
98 monster_makevectors(self.enemy);
100 self.effects |= EF_MUZZLEFLASH;
101 sound(self, CHAN_WEAPON, "weapons/fireball2.wav", 1, ATTN_NORM);
103 missile.owner = missile.realowner = self;
104 missile.solid = SOLID_TRIGGER;
105 missile.movetype = MOVETYPE_FLYMISSILE;
106 missile.projectiledeathtype = DEATH_MONSTER_KNIGHT_FBALL;
107 setsize(missile, '-6 -6 -6', '6 6 6');
108 setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
109 missile.flags = FL_PROJECTILE;
110 missile.velocity = dir * 400;
111 missile.avelocity = '300 300 300';
112 missile.nextthink = time + 5;
113 missile.think = knight_fireball_explode;
114 missile.enemy = self.enemy;
115 missile.touch = knight_fireball_touch;
116 CSQCProjectile(missile, TRUE, PROJECTILE_FIREMINE, TRUE);
119 void knight_spike_explode()
123 pointparticles(particleeffectnum("TE_WIZSPIKE"), self.origin, '0 0 0', 1);
125 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);
130 void knight_spike_touch()
134 knight_spike_explode();
140 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
142 self.effects |= EF_MUZZLEFLASH;
145 missile.owner = missile.realowner = self;
146 missile.solid = SOLID_TRIGGER;
147 missile.movetype = MOVETYPE_FLYMISSILE;
148 setsize (missile, '0 0 0', '0 0 0');
149 setorigin(missile, self.origin + '0 0 10' + v_forward * 14);
150 missile.scale = self.scale;
151 missile.flags = FL_PROJECTILE;
152 missile.velocity = dir * 400;
153 missile.avelocity = '300 300 300';
154 missile.nextthink = time + 5;
155 missile.think = knight_spike_explode;
156 missile.enemy = self.enemy;
157 missile.touch = knight_spike_touch;
158 CSQCProjectile(missile, TRUE, PROJECTILE_CRYLINK, TRUE);
163 self.knight_cycles += 1;
166 if(self.knight_cycles <= 7)
167 defer(0.1, knight_spikes);
170 float knight_attack_ranged()
172 if not(self.flags & FL_ONGROUND)
175 self.knight_cycles = 0;
177 RandomSelection_Init();
178 RandomSelection_Add(world, 1, "", autocvar_g_monster_knight_fireball_chance, 1);
179 RandomSelection_Add(world, 2, "", autocvar_g_monster_knight_inferno_chance, 1);
180 RandomSelection_Add(world, 3, "", autocvar_g_monster_knight_spike_chance, 1);
181 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);
183 switch(RandomSelection_chosen_float)
187 monsters_setframe(knight_anim_magic2);
188 self.attack_finished_single = time + 2;
189 defer(0.4, knight_fireball);
195 self.attack_finished_single = time + 3;
196 defer(0.5, knight_inferno);
201 monsters_setframe(knight_anim_magic3);
202 self.attack_finished_single = time + 3;
203 defer(0.4, knight_spikes);
209 float er = vlen(self.enemy.origin - self.origin);
211 if(er >= 400 && er < 1200)
212 if(findtrajectorywithleading(self.origin, self.mins, self.maxs, self.enemy, 1000, 0, 10, 0, self))
214 self.velocity = findtrajectory_velocity;
215 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));
216 self.attack_finished_single = time + 2;
226 float knight_attack(float attack_type)
230 case MONSTER_ATTACK_MELEE:
234 anim = knight_anim_slice;
235 else if(random() < 0.6)
236 anim = knight_anim_smash;
238 anim = knight_anim_wattack;
240 monsters_setframe(anim);
241 self.attack_finished_single = time + 0.7;
242 monster_melee(self.enemy, autocvar_g_monster_knight_melee_damage, 0.3, DEATH_MONSTER_KNIGHT_MELEE, TRUE);
246 case MONSTER_ATTACK_RANGED:
248 if(knight_attack_ranged())
258 float chance = random();
259 Monster_CheckDropCvars ("knight");
261 self.think = monster_dead_think;
262 self.nextthink = time + self.ticrate;
263 self.ltime = time + 5;
264 monsters_setframe((random() > 0.5) ? knight_anim_death1 : knight_anim_death2);
266 if(chance < 0.10 || self.flags & MONSTERFLAG_MINIBOSS)
269 self.superweapons_finished = time + autocvar_g_balance_superweapons_time + 5; // give the player a few seconds to find the weapon
270 self.weapon = WEP_FIREBALL;
273 monster_hook_death(); // for post-death mods
279 self.health = autocvar_g_monster_knight_health;
281 self.damageforcescale = 0.003;
282 self.classname = "monster_knight";
283 self.monster_attackfunc = knight_attack;
284 self.nextthink = time + random() * 0.5 + 0.1;
285 self.think = knight_think;
287 monsters_setframe(knight_anim_stand);
289 monster_setupsounds("knight");
291 monster_hook_spawn(); // for post-spawn mods
294 void spawnfunc_monster_knight()
296 if not(autocvar_g_monster_knight) { remove(self); return; }
298 self.monster_spawnfunc = spawnfunc_monster_knight;
300 if(Monster_CheckAppearFlags(self))
305 if not (monster_initialize(
306 "Knight", MONSTER_KNIGHT,
307 KNIGHT_MIN, KNIGHT_MAX,
309 knight_die, knight_spawn))
316 // compatibility with old spawns
317 void spawnfunc_monster_hell_knight() { spawnfunc_monster_knight(); }