const vector BRUISER_MIN = '-20 -20 -31'; const vector BRUISER_MAX = '20 20 53'; string BRUISER_MODEL = "models/monsters/knight.mdl"; #ifdef SVQC float autocvar_g_monster_bruiser; float autocvar_g_monster_bruiser_health; float autocvar_g_monster_bruiser_melee_damage; float autocvar_g_monster_bruiser_speed_walk; float autocvar_g_monster_bruiser_speed_run; const float bruiser_anim_stand = 0; const float bruiser_anim_run = 1; const float bruiser_anim_runattack = 2; const float bruiser_anim_pain1 = 3; const float bruiser_anim_pain2 = 4; const float bruiser_anim_attack = 5; const float bruiser_anim_walk = 6; const float bruiser_anim_kneel = 7; const float bruiser_anim_standing = 8; const float bruiser_anim_death1 = 9; const float bruiser_anim_death2 = 10; void bruiser_think() { self.think = bruiser_think; self.nextthink = time + self.ticrate; monster_move(autocvar_g_monster_bruiser_speed_run, autocvar_g_monster_bruiser_speed_walk, 50, bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand); } float bruiser_attack(float attack_type) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { float len = vlen(self.velocity); monsters_setframe((len < 50) ? bruiser_anim_attack : bruiser_anim_runattack); self.attack_finished_single = time + 1.25; monster_melee(self.enemy, autocvar_g_monster_bruiser_melee_damage, 0.3, DEATH_MONSTER_BRUISER, FALSE); return TRUE; } case MONSTER_ATTACK_RANGED: } return FALSE; } void bruiser_die() { Monster_CheckDropCvars ("bruiser"); self.think = monster_dead_think; self.nextthink = time + self.ticrate; self.ltime = time + 5; monsters_setframe((random() > 0.5) ? bruiser_anim_death1 : bruiser_anim_death2); monster_hook_death(); // for post-death mods } void bruiser_spawn() { if not(self.health) self.health = autocvar_g_monster_bruiser_health; self.damageforcescale = 0.003; self.classname = "monster_bruiser"; self.monster_attackfunc = bruiser_attack; self.nextthink = time + random() * 0.5 + 0.1; self.think = bruiser_think; monsters_setframe(bruiser_anim_stand); monster_setupsounds("bruiser"); monster_hook_spawn(); // for post-spawn mods } void spawnfunc_monster_bruiser() { if not(autocvar_g_monster_bruiser) { remove(self); return; } self.monster_spawnfunc = spawnfunc_monster_bruiser; if(Monster_CheckAppearFlags(self)) return; self.scale = 1.3; if not (monster_initialize( "Bruiser", MONSTER_BRUISER, BRUISER_MIN, BRUISER_MAX, FALSE, bruiser_die, bruiser_spawn)) { remove(self); return; } } #endif // SVQC