-#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(entity this)
+void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
{
- if (self.health <= 0)
+ 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);
- settouch(self, 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;
- settouch(self, 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
return true;
}
-METHOD(Zombie, mr_pain, bool(Zombie this, entity actor))
+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 true;
+ return damage_take;
}
METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
return true;
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
METHOD(Zombie, mr_anim, bool(Zombie this, entity actor))
{
TC(Zombie, this);
if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+ actor.spawnflags &= ~MONSTERFLAG_APPEAR; // once it's appeared, it will respawn quickly, we don't want it to appear
+
actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
actor.monster_loot = spawnfunc_item_health_medium;
return true;
}
#endif
-
-#endif