2 const vector SPIDER_MIN = '-18 -18 -25';
3 const vector SPIDER_MAX = '18 18 30';
6 string SPIDER_MODEL = "models/monsters/spider.dpm";
10 float autocvar_g_monster_spider;
11 float autocvar_g_monster_spider_stopspeed;
12 float autocvar_g_monster_spider_attack_leap_delay;
13 float autocvar_g_monster_spider_attack_stand_damage;
14 float autocvar_g_monster_spider_attack_stand_delay;
15 float autocvar_g_monster_spider_attack_fire_time;
16 float autocvar_g_monster_spider_health;
17 float autocvar_g_monster_spider_speed_walk;
18 float autocvar_g_monster_spider_speed_run;
19 float autocvar_g_monster_spider_attack_type;
22 const float spider_anim_idle = 0;
23 const float spider_anim_walk = 1;
24 const float spider_anim_attack = 2;
25 const float spider_anim_attack2 = 3;
27 .float spider_type; // used to switch between fire & ice attacks
28 const float SPIDER_TYPE_ICE = 0;
29 const float SPIDER_TYPE_FIRE = 1;
33 self.think = spider_think;
34 self.nextthink = time + self.ticrate;
36 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);
39 void spider_web_explode ()
41 float damg = 0, edamg = 0, rad = 1;
42 switch(self.realowner.spider_type)
46 case SPIDER_TYPE_FIRE:
53 RadiusDamage (self, self.realowner, damg, edamg, rad, world, 0, self.projectiledeathtype, other);
58 void spider_web_touch ()
62 if(other.takedamage == DAMAGE_AIM)
64 switch(self.realowner.spider_type)
67 Freeze(other, 0.3, 2);
69 case SPIDER_TYPE_FIRE:
70 Fire_AddDamage(other, self.realowner, 5 * monster_skill, autocvar_g_monster_spider_attack_fire_time, DEATH_MONSTER_SPIDER_FIRE);
77 void spider_shootweb(float ptype)
84 p = PROJECTILE_ELECTRO;
86 snd = "weapons/electro_fire2.wav";
88 case SPIDER_TYPE_FIRE:
89 p = PROJECTILE_FIREMINE;
91 snd = "weapons/fireball_fire.wav";
95 vector fmins = '-4 -4 -4', fmaxs = '4 4 4';
97 W_SetupShot_ProjectileSize(self, fmins, fmaxs, FALSE, 2, snd, CH_WEAPON_A, 0);
99 w_shotdir = v_forward; // no TrueAim for grenades please
101 entity proj = spawn ();
102 proj.classname = "plasma";
103 proj.owner = proj.realowner = self;
104 proj.use = spider_web_touch;
105 proj.think = adaptor_think2use_hittype_splash;
106 proj.bot_dodge = TRUE;
107 proj.bot_dodgerating = 0;
108 proj.nextthink = time + 5;
109 PROJECTILE_MAKETRIGGER(proj);
110 proj.projectiledeathtype = dt | HITTYPE_SECONDARY;
111 setorigin(proj, w_shotorg);
113 //proj.glow_size = 50;
114 //proj.glow_color = 45;
115 proj.movetype = MOVETYPE_BOUNCE;
116 W_SETUPPROJECTILEVELOCITY_UP(proj, g_monster_spider_attack_web);
117 proj.touch = spider_web_touch;
118 setsize(proj, fmins, fmaxs);
119 proj.takedamage = DAMAGE_NO;
120 proj.damageforcescale = 0;
122 proj.event_damage = func_null;
123 proj.flags = FL_PROJECTILE;
124 proj.damagedbycontents = TRUE;
126 proj.bouncefactor = 0.3;
127 proj.bouncestop = 0.05;
128 proj.missile_flags = MIF_SPLASH | MIF_ARC;
130 CSQCProjectile(proj, TRUE, p, TRUE);
133 float spider_attack(float attack_type)
137 case MONSTER_ATTACK_MELEE:
139 monster_melee(self.enemy, autocvar_g_monster_spider_attack_stand_damage, 0.3, DEATH_MONSTER_SPIDER, TRUE);
140 monsters_setframe((random() > 0.5) ? spider_anim_attack : spider_anim_attack2);
141 self.attack_finished_single = time + autocvar_g_monster_spider_attack_stand_delay;
145 case MONSTER_ATTACK_RANGED:
147 if(self.enemy.frozen)
150 monsters_setframe(spider_anim_attack2);
151 self.attack_finished_single = time + autocvar_g_monster_spider_attack_leap_delay;
152 monster_makevectors(self.enemy);
153 spider_shootweb(self.spider_type);
164 Monster_CheckDropCvars ("spider");
166 self.think = monster_dead_think;
167 self.nextthink = time + self.ticrate;
168 self.ltime = time + 5;
169 monsters_setframe(spider_anim_attack);
170 self.angles += '180 0 0';
172 monster_hook_death(); // for post-death mods
178 self.health = autocvar_g_monster_spider_health;
180 self.classname = "monster_spider";
181 self.nextthink = time + random() * 0.5 + 0.1;
182 self.monster_attackfunc = spider_attack;
183 self.think = spider_think;
185 monsters_setframe(spider_anim_idle);
187 monster_setupsounds("spider");
189 if not(self.spider_type)
190 self.spider_type = autocvar_g_monster_spider_attack_type;
192 monster_hook_spawn(); // for post-spawn mods
195 void spawnfunc_monster_spider()
197 if not(autocvar_g_monster_spider) { remove(self); return; }
199 self.monster_spawnfunc = spawnfunc_monster_spider;
201 if(Monster_CheckAppearFlags(self))
204 if not (monster_initialize(
205 "Spider", MONSTER_SPIDER,
206 SPIDER_MIN, SPIDER_MAX,
208 spider_die, spider_spawn))