REGISTER_MONSTER(
/* MON_##id */ ZOMBIE,
/* function */ m_zombie,
-/* spawnflags */ 0,
+/* spawnflags */ MON_FLAG_MELEE,
/* mins,maxs */ '-18 -18 -25', '18 18 47',
/* model */ "zombie.dpm",
/* netname */ "zombie",
/* fullname */ _("Zombie")
);
-#define ZOMBIE_SETTINGS(monster) \
- MON_ADD_CVAR(monster, health) \
- MON_ADD_CVAR(monster, attack_melee_damage) \
- MON_ADD_CVAR(monster, attack_melee_delay) \
- MON_ADD_CVAR(monster, attack_leap_damage) \
- MON_ADD_CVAR(monster, attack_leap_force) \
- MON_ADD_CVAR(monster, attack_leap_speed) \
- MON_ADD_CVAR(monster, attack_leap_delay) \
- MON_ADD_CVAR(monster, speed_stop) \
- MON_ADD_CVAR(monster, speed_run) \
- MON_ADD_CVAR(monster, speed_walk)
-
-#ifdef SVQC
-ZOMBIE_SETTINGS(zombie)
-#endif // SVQC
#else
#ifdef SVQC
+float autocvar_g_monster_zombie_health;
+float autocvar_g_monster_zombie_attack_melee_damage;
+float autocvar_g_monster_zombie_attack_melee_delay;
+float autocvar_g_monster_zombie_attack_leap_damage;
+float autocvar_g_monster_zombie_attack_leap_force;
+float autocvar_g_monster_zombie_attack_leap_speed;
+float autocvar_g_monster_zombie_attack_leap_delay;
+float autocvar_g_monster_zombie_speed_stop;
+float autocvar_g_monster_zombie_speed_run;
+float autocvar_g_monster_zombie_speed_walk;
+
const float zombie_anim_attackleap = 0;
const float zombie_anim_attackrun1 = 1;
const float zombie_anim_attackrun2 = 2;
const float zombie_anim_attackstanding1 = 4;
const float zombie_anim_attackstanding2 = 5;
const float zombie_anim_attackstanding3 = 6;
-const float zombie_anim_blockend = 7;
+const float zombie_anim_blockend = 7;
const float zombie_anim_blockstart = 8;
const float zombie_anim_deathback1 = 9;
const float zombie_anim_deathback2 = 10;
const float zombie_anim_deathleft2 = 16;
const float zombie_anim_deathright1 = 17;
const float zombie_anim_deathright2 = 18;
-const float zombie_anim_idle = 19;
-const float zombie_anim_painback1 = 20;
-const float zombie_anim_painback2 = 21;
+const float zombie_anim_idle = 19;
+const float zombie_anim_painback1 = 20;
+const float zombie_anim_painback2 = 21;
const float zombie_anim_painfront1 = 22;
const float zombie_anim_painfront2 = 23;
-const float zombie_anim_runbackwards = 24;
-const float zombie_anim_runbackwardsleft = 25;
-const float zombie_anim_runbackwardsright = 26;
+const float zombie_anim_runbackwards = 24;
+const float zombie_anim_runbackwardsleft = 25;
+const float zombie_anim_runbackwardsright = 26;
const float zombie_anim_runforward = 27;
-const float zombie_anim_runforwardleft = 28;
+const float zombie_anim_runforwardleft = 28;
const float zombie_anim_runforwardright = 29;
-const float zombie_anim_spawn = 30;
+const float zombie_anim_spawn = 30;
void zombie_attack_leap_touch()
{
if (self.health <= 0)
return;
-
+
vector angles_face;
if(other.takedamage)
{
angles_face = vectoangles(self.moveto - self.origin);
- angles_face = normalize(angles_face) * MON_CVAR(zombie, attack_leap_force);
- Damage(other, self, self, MON_CVAR(zombie, attack_leap_damage) * monster_skill, DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
+ angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
+ Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * Monster_SkillModifier(), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
self.touch = MonsterTouch; // instantly turn it off to stop damage spam
}
self.touch = MonsterTouch;
}
+void zombie_blockend()
+{
+ if(self.health <= 0)
+ return;
+
+ self.frame = zombie_anim_blockend;
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+}
+
+float zombie_block()
+{
+ self.frame = zombie_anim_blockstart;
+ self.armorvalue = 100;
+ self.m_armor_blockpercent = 0.9;
+ self.state = MONSTER_STATE_ATTACK_MELEE; // freeze monster
+ self.attack_finished_single = time + 2.1;
+
+ defer(2, zombie_blockend);
+
+ return TRUE;
+}
+
float zombie_attack(float attack_type)
{
switch(attack_type)
case MONSTER_ATTACK_MELEE:
{
float rand = random(), chosen_anim;
-
+
if(rand < 0.33)
chosen_anim = zombie_anim_attackstanding1;
else if(rand < 0.66)
chosen_anim = zombie_anim_attackstanding2;
else
chosen_anim = zombie_anim_attackstanding3;
-
- monsters_setframe(chosen_anim);
- self.attack_finished_single = time + MON_CVAR(zombie, attack_melee_delay);
-
- monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), self.attack_range, DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
-
- return TRUE;
+ if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
+ return zombie_block();
+
+ return monster_melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
}
case MONSTER_ATTACK_RANGED:
{
makevectors(self.angles);
- if(monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * MON_CVAR(zombie, attack_leap_speed) + '0 0 200', MON_CVAR(zombie, attack_leap_delay)))
- return TRUE;
+ return monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
}
}
-
+
return FALSE;
}
-void spawnfunc_monster_zombie()
+void spawnfunc_monster_zombie()
{
self.classname = "monster_zombie";
-
- self.monster_spawnfunc = spawnfunc_monster_zombie;
-
- self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
-
- if(Monster_CheckAppearFlags(self))
- return;
-
- if not(monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
+
+ if(!monster_initialize(MON_ZOMBIE)) { remove(self); return; }
}
float m_zombie(float req)
{
case MR_THINK:
{
- monster_move(MON_CVAR(zombie, speed_run), MON_CVAR(zombie, speed_walk), MON_CVAR(zombie, speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
+ monster_move((autocvar_g_monster_zombie_speed_run), (autocvar_g_monster_zombie_speed_walk), (autocvar_g_monster_zombie_speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
return TRUE;
}
case MR_DEATH:
{
- monsters_setframe((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+ self.frame = ((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
return TRUE;
}
case MR_SETUP:
{
- if not(self.health) self.health = MON_CVAR(zombie, health);
-
+ if(!self.health) self.health = (autocvar_g_monster_zombie_health);
+
if(self.spawnflags & MONSTERFLAG_NORESPAWN)
self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
-
+
+ self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+
self.monster_loot = spawnfunc_item_health_medium;
self.monster_attackfunc = zombie_attack;
- monsters_setframe(zombie_anim_spawn);
+ self.frame = zombie_anim_spawn;
self.spawn_time = time + 2.1;
self.spawnshieldtime = self.spawn_time;
self.respawntime = 0.2;
-
- return TRUE;
- }
- case MR_INIT:
- {
- // nothing
+
return TRUE;
}
- case MR_CONFIG:
+ case MR_PRECACHE:
{
- MON_CONFIG_SETTINGS(ZOMBIE_SETTINGS(zombie))
+ precache_model("models/monsters/zombie.dpm");
return TRUE;
}
}
-
+
return TRUE;
}
{
switch(req)
{
- case MR_DEATH:
+ case MR_PRECACHE:
{
- // nothing
- return TRUE;
- }
- case MR_INIT:
- {
- precache_model ("models/monsters/zombie.dpm");
return TRUE;
}
}
-
+
return TRUE;
}