REGISTER_MONSTER(
/* MON_##id */ ZOMBIE,
/* function */ m_zombie,
+/* spawnflags */ 0,
/* 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
}
monsters_setframe(chosen_anim);
- self.attack_finished_single = time + autocvar_g_monster_zombie_attack_stand_delay;
+ self.attack_finished_single = time + MON_CVAR(zombie, attack_melee_delay);
- monster_melee(self.enemy, autocvar_g_monster_zombie_attack_stand_damage, 0.3, DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
+ monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), 0.3, DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
return 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))
+ 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;
}
}
void spawnfunc_monster_zombie()
{
- if not(autocvar_g_monster_zombie) { remove(self); return; }
-
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, MONSTER_RESPAWN_DEATHPOINT)) { remove(self); return; }
+ if not(monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
}
float m_zombie(float req)
{
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:
}
case MR_SETUP:
{
- if not(self.health) self.health = autocvar_g_monster_zombie_health;
+ if not(self.health) self.health = MON_CVAR(zombie, health);
self.monster_attackfunc = zombie_attack;
monsters_setframe(zombie_anim_spawn);
// nothing
return TRUE;
}
+ case MR_CONFIG:
+ {
+ MON_CONFIG_SETTINGS(ZOMBIE_SETTINGS(zombie))
+ return TRUE;
+ }
}
return TRUE;