/* fullname */ _("Bruiser")
);
+#define BRUISER_SETTINGS(monster) \
+ MON_ADD_CVAR(monster, health) \
+ MON_ADD_CVAR(monster, attack_melee_damage) \
+ MON_ADD_CVAR(monster, speed_run) \
+ MON_ADD_CVAR(monster, speed_walk)
+
+#ifdef SVQC
+BRUISER_SETTINGS(bruiser)
+#endif // SVQC
#else
#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;
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);
+ monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), 0.3, DEATH_MONSTER_BRUISER, FALSE);
return TRUE;
}
void spawnfunc_monster_bruiser()
{
- if not(autocvar_g_monster_bruiser) { remove(self); return; }
-
self.classname = "monster_bruiser";
self.monster_spawnfunc = spawnfunc_monster_bruiser;
{
case MR_THINK:
{
- monster_move(autocvar_g_monster_bruiser_speed_run, autocvar_g_monster_bruiser_speed_walk, 50, bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
+ monster_move(MON_CVAR(bruiser, speed_run), MON_CVAR(bruiser, speed_walk), 50, bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
return TRUE;
}
case MR_DEATH:
}
case MR_SETUP:
{
- if not(self.health) self.health = autocvar_g_monster_bruiser_health;
+ if not(self.health) self.health = MON_CVAR(bruiser, health);
self.monster_attackfunc = bruiser_attack;
monsters_setframe(bruiser_anim_stand);
// nothing
return TRUE;
}
+ case MR_CONFIG:
+ {
+ MON_CONFIG_SETTINGS(BRUISER_SETTINGS(bruiser))
+ return TRUE;
+ }
}
return TRUE;