2 float autocvar_g_monster_spider;
3 float autocvar_g_monster_spider_stopspeed;
4 float autocvar_g_monster_spider_attack_leap_delay;
5 float autocvar_g_monster_spider_attack_stand_damage;
6 float autocvar_g_monster_spider_attack_stand_delay;
7 float autocvar_g_monster_spider_health;
8 float autocvar_g_monster_spider_speed_walk;
9 float autocvar_g_monster_spider_speed_run;
10 float autocvar_g_monster_spider_attack_type;
13 #define spider_anim_idle 0
14 #define spider_anim_walk 1
15 #define spider_anim_attack 2
16 #define spider_anim_attack2 3
18 const vector SPIDER_MIN = '-18 -18 -25';
19 const vector SPIDER_MAX = '18 18 30';
21 .float spider_type; // used to switch between fire & ice attacks
22 const float SPIDER_TYPE_ICE = 0;
23 const float SPIDER_TYPE_FIRE = 1;
26 void spawnfunc_monster_spider();
31 Monster_CheckDropCvars ("spider");
33 self.angles += '180 0 0';
34 self.solid = SOLID_NOT;
35 self.takedamage = DAMAGE_NO;
36 self.event_damage = func_null;
38 self.movetype = MOVETYPE_TOSS;
39 self.think = Monster_Fade;
40 self.nextthink = time + 2.1;
41 self.frame = spider_anim_attack;
43 monster_hook_death(); // for post-death mods
47 * Performe a standing attack on self.enemy.
49 void spider_attack_standing()
51 float dot = 0, bigdmg = autocvar_g_monster_spider_attack_stand_damage * self.scale;
56 makevectors (self.angles);
57 dot = normalize (self.enemy.origin - self.origin) * v_forward;
59 Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_SPIDER, self.origin, '0 0 0');
62 self.frame = spider_anim_attack;
64 self.frame = spider_anim_attack2;
66 self.attack_finished_single = time + autocvar_g_monster_spider_attack_stand_delay;
69 void spider_web_explode ()
71 RadiusDamage (self, self.realowner, 0, 0, 1, world, 0, self.projectiledeathtype, other);
75 void spider_web_touch ()
78 if (other.takedamage == DAMAGE_AIM)
84 void spider_shootweb()
86 // clone of the electro secondary attack, with less bouncing
89 makevectors(self.angles);
91 W_SetupShot_ProjectileSize (self, '0 0 -4', '0 0 -4', FALSE, 2, "weapons/electro_fire2.wav", CH_WEAPON_A, 0);
93 w_shotdir = v_forward; // no TrueAim for grenades please
95 pointparticles(particleeffectnum("electro_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
98 proj.classname = "plasma";
99 proj.owner = proj.realowner = self;
100 proj.use = spider_web_touch;
101 proj.think = adaptor_think2use_hittype_splash;
102 proj.bot_dodge = TRUE;
103 proj.bot_dodgerating = 0;
104 proj.nextthink = time + autocvar_g_balance_electro_secondary_lifetime;
105 PROJECTILE_MAKETRIGGER(proj);
106 proj.projectiledeathtype = WEP_ELECTRO | HITTYPE_SECONDARY;
107 setorigin(proj, w_shotorg);
109 //proj.glow_size = 50;
110 //proj.glow_color = 45;
111 proj.movetype = MOVETYPE_BOUNCE;
112 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_electro_secondary);
113 proj.touch = spider_web_touch;
114 setsize(proj, '0 0 -4', '0 0 -4');
115 proj.takedamage = DAMAGE_YES;
116 proj.damageforcescale = 0;
118 proj.event_damage = W_Plasma_Damage;
119 proj.flags = FL_PROJECTILE;
120 proj.damagedbycontents = TRUE;
122 proj.bouncefactor = 0.3;
123 proj.bouncestop = 0.05;
124 proj.missile_flags = MIF_SPLASH | MIF_ARC;
126 CSQCProjectile(proj, TRUE, PROJECTILE_ELECTRO, FALSE); // no culling, it has sound
128 other = proj; MUTATOR_CALLHOOK(EditProjectile);
131 void spider_attack_leap()
133 vector angles_face = vectoangles(self.enemy.origin - self.origin);
136 self.frame = spider_anim_attack2;
137 self.angles_y = angles_face_y ;
138 self.attack_finished_single = time + autocvar_g_monster_spider_attack_leap_delay;
140 makevectors(self.angles);
142 switch(self.spider_type)
145 case SPIDER_TYPE_ICE:
146 spider_shootweb(); break; // must... remember... breaks!
147 case SPIDER_TYPE_FIRE:
148 W_Fireball_Attack2(); break;
152 float spider_attack_ranged()
154 if(self.enemy.frozen || self.enemy.freezetag_frozen)
157 spider_attack_leap();
163 self.think = spider_think;
164 self.nextthink = time + 0.1;
166 monster_move(autocvar_g_monster_spider_speed_run, autocvar_g_monster_spider_speed_walk, autocvar_g_monster_spider_stopspeed, spider_anim_walk, spider_anim_walk, spider_anim_idle);
175 self.health = autocvar_g_monster_spider_health * self.scale;
177 self.classname = "monster_spider";
178 self.nextthink = time + random() * 0.5 + 0.1;
179 self.frame = spider_anim_idle;
180 self.checkattack = GenericCheckAttack;
181 self.attack_melee = spider_attack_standing;
182 self.attack_ranged = spider_attack_ranged;
183 self.think = spider_think;
184 self.sprite_height = 40 * self.scale;
186 monster_hook_spawn(); // for post-spawn mods
189 /*QUAKED monster_spider (1 0 0) (-18 -18 -25) (18 18 47)
190 Spider, 60 health points.
191 -------- KEYS --------
192 -------- SPAWNFLAGS --------
193 MONSTERFLAG_APPEAR: monster will spawn when triggered.
194 ---------NOTES----------
195 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
196 modeldisabled="models/monsters/spider.dpm"
198 void spawnfunc_monster_spider()
200 if not(autocvar_g_monster_spider) { remove(self); return; }
202 self.monster_spawnfunc = spawnfunc_monster_spider;
203 self.classname = "monster_spider";
204 if(!self.spider_type)
205 self.spider_type = autocvar_g_monster_spider_attack_type;
207 if(self.spawnflags & MONSTERFLAG_APPEAR)
209 self.think = func_null;
211 self.use = Monster_Appear;
215 if not (monster_initialize(
217 "models/monsters/spider.dpm",
218 SPIDER_MIN, SPIDER_MAX,
220 spider_die, spider_spawn))