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Experimental: Bruiser will wait for its pet (closest cerberus) to attack before charg...
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / bruiser.qc
1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ BRUISER,
4 /* function   */ m_bruiser,
5 /* spawnflags */ MONSTER_SIZE_BROKEN,
6 /* mins,maxs  */ '-20 -20 -31', '20 20 53',
7 /* model      */ "knight.mdl",
8 /* netname    */ "bruiser",
9 /* fullname   */ _("Bruiser")
10 );
11
12 #define BRUISER_SETTINGS(monster) \
13         MON_ADD_CVAR(monster, health) \
14         MON_ADD_CVAR(monster, attack_melee_damage) \
15         MON_ADD_CVAR(monster, speed_stop) \
16         MON_ADD_CVAR(monster, speed_run) \
17         MON_ADD_CVAR(monster, speed_walk) 
18
19 #ifdef SVQC
20 BRUISER_SETTINGS(bruiser)
21 #endif // SVQC
22 #else
23 #ifdef SVQC
24 const float bruiser_anim_stand          = 0;
25 const float bruiser_anim_run            = 1;
26 const float bruiser_anim_runattack      = 2;
27 const float bruiser_anim_pain1          = 3;
28 const float bruiser_anim_pain2          = 4;
29 const float bruiser_anim_attack         = 5;
30 const float bruiser_anim_walk           = 6;
31 const float bruiser_anim_kneel          = 7;
32 const float bruiser_anim_standing       = 8;
33 const float bruiser_anim_death1         = 9;
34 const float bruiser_anim_death2         = 10;
35
36 float bruiser_attack(float attack_type)
37 {
38         switch(attack_type)
39         {
40                 case MONSTER_ATTACK_MELEE:
41                 {
42                         float len = vlen(self.velocity);
43                         monsters_setframe((len < 50) ? bruiser_anim_attack : bruiser_anim_runattack);
44                         self.attack_finished_single = time + 1.25;
45                         
46                         monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), 0.3, DEATH_MONSTER_BRUISER, FALSE);
47                         
48                         return TRUE;
49                 }
50                 case MONSTER_ATTACK_RANGED:
51                 {
52                         // no ranged attacks for bruiser
53                         return FALSE;
54                 }
55         }
56         
57         return FALSE;
58 }
59
60 void spawnfunc_monster_bruiser()
61 {
62         self.classname = "monster_bruiser";
63         
64         self.monster_spawnfunc = spawnfunc_monster_bruiser;
65         
66         if(Monster_CheckAppearFlags(self))
67                 return;
68         
69         if not(monster_initialize(MON_BRUISER, FALSE)) { remove(self); return; }
70 }
71
72 float m_bruiser(float req)
73 {
74         switch(req)
75         {
76                 case MR_THINK:
77                 {
78                         entity pet = world;
79                         pet = findentity(pet, monster_owner, self);
80                         float rspeed = MON_CVAR(bruiser, speed_run);
81                         
82                         if(pet)
83                         if(self.enemy)
84                         if(vlen(self.enemy.origin - pet.origin) < vlen(self.enemy.origin - self.origin))
85                                 rspeed = 0;
86                                 
87                         monster_move(rspeed, MON_CVAR(bruiser, speed_walk), MON_CVAR(bruiser, speed_stop), bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
88                         return TRUE;
89                 }
90                 case MR_DEATH:
91                 {
92                         monsters_setframe((random() > 0.5) ? bruiser_anim_death1 : bruiser_anim_death2);
93                         return TRUE;
94                 }
95                 case MR_SETUP:
96                 {
97                         if not(self.health) self.health = MON_CVAR(bruiser, health);
98                                 
99                         self.monster_attackfunc = bruiser_attack;
100                         monsters_setframe(bruiser_anim_stand);
101                         
102                         return TRUE;
103                 }
104                 case MR_INIT:
105                 {
106                         // nothing
107                         return TRUE;
108                 }
109                 case MR_CONFIG:
110                 {
111                         MON_CONFIG_SETTINGS(BRUISER_SETTINGS(bruiser))
112                         return TRUE;
113                 }
114         }
115         
116         return TRUE;
117 }
118
119 #endif // SVQC
120 #ifdef CSQC
121 float m_bruiser(float req)
122 {
123         switch(req)
124         {
125                 case MR_DEATH:
126                 {
127                         // nothing
128                         return TRUE;
129                 }
130                 case MR_INIT:
131                 {
132                         precache_model ("models/monsters/knight.mdl");
133                         return TRUE;
134                 }
135         }
136         
137         return TRUE;
138 }
139
140 #endif // CSQC
141 #endif // REGISTER_MONSTER