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;
-float autocvar_g_monster_zombie_stopspeed;
-float autocvar_g_monster_zombie_attack_leap_damage;
-float autocvar_g_monster_zombie_attack_leap_delay;
-float autocvar_g_monster_zombie_attack_leap_force;
-float autocvar_g_monster_zombie_attack_leap_speed;
-float autocvar_g_monster_zombie_attack_stand_damage;
-float autocvar_g_monster_zombie_attack_stand_delay;
-float autocvar_g_monster_zombie_health;
-float autocvar_g_monster_zombie_speed_walk;
-float autocvar_g_monster_zombie_speed_run;
-
const float zombie_anim_attackleap = 0;
const float zombie_anim_attackrun1 = 1;
const float zombie_anim_attackrun2 = 2;
if(other.takedamage)
{
angles_face = vectoangles(self.moveto - self.origin);
- angles_face = normalize(angles_face) * autocvar_g_monster_zombie_attack_leap_force;
- Damage(other, self, self, autocvar_g_monster_zombie_attack_leap_damage * monster_skill, DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
+ 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);
self.touch = MonsterTouch; // instantly turn it off to stop damage spam
}
self.touch = MonsterTouch;
}
+void zombie_blockend()
+{
+ if(self.health <= 0)
+ return;
+
+ monsters_setframe(zombie_anim_blockend);
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+}
+
+float zombie_block()
+{
+ monsters_setframe(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)
chosen_anim = zombie_anim_attackstanding2;
else
chosen_anim = zombie_anim_attackstanding3;
-
- monsters_setframe(chosen_anim);
-
- self.attack_finished_single = time + autocvar_g_monster_zombie_attack_stand_delay;
- monster_melee(self.enemy, autocvar_g_monster_zombie_attack_stand_damage, 0.3, DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
+ if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
+ return zombie_block();
- return TRUE;
+ return monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), chosen_anim, self.attack_range, MON_CVAR(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 * autocvar_g_monster_zombie_attack_leap_speed + '0 0 200', autocvar_g_monster_zombie_attack_leap_delay))
- return TRUE;
+ return 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));
}
}
void spawnfunc_monster_zombie()
{
- if not(autocvar_g_monster_zombie) { remove(self); return; }
-
self.classname = "monster_zombie";
self.monster_spawnfunc = spawnfunc_monster_zombie;
{
case MR_THINK:
{
- monster_move(autocvar_g_monster_zombie_speed_run, autocvar_g_monster_zombie_speed_walk, autocvar_g_monster_zombie_stopspeed, zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
+ 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);
return TRUE;
}
case MR_DEATH:
{
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
monsters_setframe((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
return TRUE;
}
case MR_SETUP:
{
- if not(self.health) self.health = autocvar_g_monster_zombie_health;
-
+ if not(self.health) self.health = MON_CVAR(zombie, health);
+
+ if(self.spawnflags & MONSTERFLAG_NORESPAWN)
+ self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+
+ self.monster_loot = spawnfunc_item_health_medium;
self.monster_attackfunc = zombie_attack;
monsters_setframe(zombie_anim_spawn);
self.spawn_time = time + 2.1;
self.spawnshieldtime = self.spawn_time;
- self.respawntime = 0.1;
+ self.respawntime = 0.2;
return TRUE;
}
// nothing
return TRUE;
}
+ case MR_CONFIG:
+ {
+ MON_CONFIG_SETTINGS(ZOMBIE_SETTINGS(zombie))
+ return TRUE;
+ }
}
return TRUE;