]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/bruiser.qc
Add a cvar to control monster attack range
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / bruiser.qc
index b7cd36fe5ecd6b59a8cd89200c4e7e0ff2aca447..f6b8146d6c4b83ad1457be3dd13c222df4b3a070 100644 (file)
@@ -12,6 +12,7 @@ REGISTER_MONSTER(
 #define BRUISER_SETTINGS(monster) \
        MON_ADD_CVAR(monster, health) \
        MON_ADD_CVAR(monster, attack_melee_damage) \
+       MON_ADD_CVAR(monster, speed_stop) \
        MON_ADD_CVAR(monster, speed_run) \
        MON_ADD_CVAR(monster, speed_walk) 
 
@@ -42,7 +43,7 @@ float bruiser_attack(float attack_type)
                        monsters_setframe((len < 50) ? bruiser_anim_attack : bruiser_anim_runattack);
                        self.attack_finished_single = time + 1.25;
                        
-                       monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), 0.3, DEATH_MONSTER_BRUISER, FALSE);
+                       monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), self.attack_range, DEATH_MONSTER_BRUISER, FALSE);
                        
                        return TRUE;
                }
@@ -74,7 +75,16 @@ float m_bruiser(float req)
        {
                case MR_THINK:
                {
-                       monster_move(MON_CVAR(bruiser, speed_run), MON_CVAR(bruiser, speed_walk), 50, bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
+                       entity pet = world;
+                       pet = findentity(pet, monster_owner, self);
+                       float rspeed = MON_CVAR(bruiser, speed_run);
+                       
+                       if(pet)
+                       if(self.enemy)
+                       if(vlen(self.enemy.origin - pet.origin) < vlen(self.enemy.origin - self.origin))
+                               rspeed = 0;
+                               
+                       monster_move(rspeed, MON_CVAR(bruiser, speed_walk), MON_CVAR(bruiser, speed_stop), bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
                        return TRUE;
                }
                case MR_DEATH:
@@ -85,7 +95,8 @@ float m_bruiser(float req)
                case MR_SETUP:
                {
                        if not(self.health) self.health = MON_CVAR(bruiser, health);
-                               
+                       
+                       self.monster_loot = spawnfunc_item_armor_medium;
                        self.monster_attackfunc = bruiser_attack;
                        monsters_setframe(bruiser_anim_stand);