-#ifndef ZOMBIE_H
-#define ZOMBIE_H
-
-#ifndef MENUQC
-MODEL(MON_ZOMBIE, M_Model("zombie.dpm"));
-#endif
-
-CLASS(Zombie, Monster)
- ATTRIB(Zombie, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RIDE);
- ATTRIB(Zombie, mins, vector, '-18 -18 -25');
- ATTRIB(Zombie, maxs, vector, '18 18 47');
-#ifndef MENUQC
- ATTRIB(Zombie, m_model, Model, MDL_MON_ZOMBIE);
-#endif
- ATTRIB(Zombie, netname, string, "zombie");
- ATTRIB(Zombie, monster_name, string, _("Zombie"));
-ENDCLASS(Zombie)
-
-REGISTER_MONSTER(ZOMBIE, NEW(Zombie)) {
-#ifndef MENUQC
- this.mr_precache(this);
-#endif
-}
-
-#endif
-
-#ifdef IMPLEMENTATION
+#include "zombie.qh"
#ifdef SVQC
float autocvar_g_monster_zombie_health;
.vector moveto;
-void M_Zombie_Attack_Leap_Touch()
-{SELFPARAM();
- if (self.health <= 0)
+void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
+{
+ if (this.health <= 0)
return;
vector angles_face;
- if(other.takedamage)
+ if(toucher.takedamage)
{
- angles_face = vectoangles(self.moveto - self.origin);
+ angles_face = vectoangles(this.moveto - this.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_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP.m_id, other.origin, angles_face);
- self.touch = Monster_Touch; // instantly turn it off to stop damage spam
- self.state = 0;
+ Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, toucher.origin, angles_face);
+ settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
+ this.state = 0;
}
if (trace_dphitcontents)
{
- self.state = 0;
- self.touch = Monster_Touch;
+ this.state = 0;
+ settouch(this, Monster_Touch);
}
}
return true;
}
-bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
+bool M_Zombie_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
switch(attack_type)
{
return false;
}
-spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
+spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE.monsterid); }
#endif // SVQC
- #ifdef SVQC
- METHOD(Zombie, mr_think, bool(Zombie thismon, entity actor))
- {
- if(time >= actor.spawn_time)
- actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
- return true;
- }
- METHOD(Zombie, mr_pain, bool(Zombie thismon, entity actor))
- {
- actor.pain_finished = time + 0.34;
- setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
- return true;
- }
- METHOD(Zombie, mr_death, bool(Zombie thismon, entity actor))
- {
- actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
+#ifdef SVQC
+METHOD(Zombie, mr_think, bool(Zombie this, entity actor))
+{
+ TC(Zombie, this);
+ if(time >= actor.spawn_time)
+ actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
+ return true;
+}
- setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
- return true;
- }
- #endif
- #ifndef MENUQC
- METHOD(Zombie, mr_anim, bool(Zombie thismon, entity actor))
- {
- vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
- actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
- actor.anim_spawn = animfixfps(actor, '30 1 3', none);
- actor.anim_walk = animfixfps(actor, '27 1 1', none);
- actor.anim_idle = animfixfps(actor, '19 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
- actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
- actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
- actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
- actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
- actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '27 1 1', none);
- actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
- actor.anim_blockend = animfixfps(actor, '7 1 1', none);
- return true;
- }
- #endif
- #ifdef SVQC
- METHOD(Zombie, mr_setup, bool(Zombie thismon, entity actor))
- {
- if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
- if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
- if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
- if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
+METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, entity attacker, float deathtype))
+{
+ TC(Zombie, this);
+ actor.pain_finished = time + 0.34;
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
+ return damage_take;
+}
- if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
- actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
+{
+ TC(Zombie, this);
+ actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
- actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+ setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
+ return true;
+}
+#endif
+#ifdef GAMEQC
+METHOD(Zombie, mr_anim, bool(Zombie this, entity actor))
+{
+ TC(Zombie, this);
+ vector none = '0 0 0';
+ actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
+ actor.anim_spawn = animfixfps(actor, '30 1 3', none);
+ actor.anim_walk = animfixfps(actor, '27 1 1', none);
+ actor.anim_idle = animfixfps(actor, '19 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
+ actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
+ actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '27 1 1', none);
+ actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
+ actor.anim_blockend = animfixfps(actor, '7 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+METHOD(Zombie, mr_setup, bool(Zombie this, entity actor))
+{
+ TC(Zombie, this);
+ if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
- actor.monster_loot = spawnfunc_item_health_medium;
- actor.monster_attackfunc = M_Zombie_Attack;
- actor.spawnshieldtime = actor.spawn_time;
- actor.respawntime = 0.2;
- actor.damageforcescale = 0.0001; // no push while spawning
+ if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
+ actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
- setanim(actor, actor.anim_spawn, false, true, true);
- actor.spawn_time = actor.animstate_endtime;
+ actor.spawnflags &= ~MONSTERFLAG_APPEAR; // once it's appeared, it will respawn quickly, we don't want it to appear
- return true;
- }
- METHOD(Zombie, mr_precache, bool(Zombie thismon))
- {
- return true;
- }
- #endif
+ actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+
+ actor.monster_loot = spawnfunc_item_health_medium;
+ actor.monster_attackfunc = M_Zombie_Attack;
+ actor.spawnshieldtime = actor.spawn_time;
+ actor.respawntime = 0.2;
+ actor.damageforcescale = 0.0001; // no push while spawning
+ setanim(actor, actor.anim_spawn, false, true, true);
+ actor.spawn_time = actor.animstate_endtime;
+
+ return true;
+}
+
+METHOD(Zombie, mr_precache, bool(Zombie this))
+{
+ TC(Zombie, this);
+ return true;
+}
#endif