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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ BRUTE,
4 /* function   */ m_brute,
5 /* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED | MON_FLAG_MUTATORBLOCKED,
6 /* mins,maxs  */ '-36 -36 -20', '36 36 50',
7 /* model      */ "ogre.dpm",
8 /* netname    */ "brute",
9 /* fullname   */ _("Brute")
10 );
11
12 #define BRUTE_SETTINGS(monster) \
13         MON_ADD_CVAR(monster, health) \
14         MON_ADD_CVAR(monster, attack_chainsaw_damage) \
15         MON_ADD_CVAR(monster, attack_uzi_bullets) \
16         MON_ADD_CVAR(monster, attack_uzi_damage) \
17         MON_ADD_CVAR(monster, attack_uzi_force) \
18         MON_ADD_CVAR(monster, attack_uzi_chance) \
19         MON_ADD_CVAR(monster, attack_grenade_damage) \
20         MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
21         MON_ADD_CVAR(monster, attack_grenade_force) \
22         MON_ADD_CVAR(monster, attack_grenade_radius) \
23         MON_ADD_CVAR(monster, attack_grenade_speed) \
24         MON_ADD_CVAR(monster, attack_grenade_speed_up) \
25         MON_ADD_CVAR(monster, speed_stop) \
26         MON_ADD_CVAR(monster, speed_run) \
27         MON_ADD_CVAR(monster, speed_walk) 
28
29 #ifdef SVQC
30 BRUTE_SETTINGS(brute)
31 #endif // SVQC
32 #else
33 #ifdef SVQC
34 const float brute_anim_idle             = 0;
35 const float brute_anim_walk             = 1;
36 const float brute_anim_run                      = 2;
37 const float brute_anim_pain             = 3;
38 const float brute_anim_swing            = 4;
39 const float brute_anim_die                      = 5;
40
41 .float brute_cycles;
42
43 void brute_blade()
44 {
45         self.brute_cycles += 1;
46         self.angles_y = self.angles_y + random()* 25;
47         
48         monster_melee(self.enemy, MON_CVAR(brute, attack_chainsaw_damage), brute_anim_swing, self.attack_range, 0, DEATH_MONSTER_BRUTE_BLADE, TRUE);
49         
50         if(self.brute_cycles <= 4)
51                 defer(0.2, brute_blade);
52 }
53
54 void brute_uzi()
55 {
56         self.brute_cycles += 1;
57         
58         monster_makevectors(self.enemy);
59         
60         sound(self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTEN_NORM);
61         fireBallisticBullet(CENTER_OR_VIEWOFS(self), v_forward, 0.02, 18000, 5, MON_CVAR(brute, attack_uzi_damage), MON_CVAR(brute, attack_uzi_force), DEATH_MONSTER_BRUTE_UZI, 0, 1, 115);
62         endFireBallisticBullet();
63         
64         if(self.brute_cycles <= MON_CVAR(brute, attack_uzi_bullets))
65                 defer(0.1, brute_uzi);
66 }
67
68 void brute_grenade_explode()
69 {
70         pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
71         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
72
73         self.event_damage = func_null;
74         self.takedamage = DAMAGE_NO;
75
76         if(self.movetype == MOVETYPE_NONE)
77                 self.velocity = self.oldvelocity;
78
79         RadiusDamage (self, self.realowner, MON_CVAR(brute, attack_grenade_damage), MON_CVAR(brute, attack_grenade_edgedamage), MON_CVAR(brute, attack_grenade_radius), world, MON_CVAR(brute, attack_grenade_force), self.projectiledeathtype, other);
80
81         remove (self);
82 }
83
84 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
85 {
86         if (self.health <= 0)
87                 return;
88                 
89         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
90                 return; // g_projectiles_damage says to halt
91                 
92         self.health = self.health - damage;
93         
94         if (self.health <= 0)
95                 W_PrepareExplosionByDamage(attacker, self.use);
96 }
97
98 void brute_grenade_touch()
99 {
100         PROJECTILE_TOUCH;
101         
102         self.use ();
103 }
104
105 void brute_grenade_think()
106 {
107         self.nextthink = time;
108         if (time > self.cnt)
109         {
110                 other = world;
111                 brute_grenade_explode();
112                 return;
113         }
114 }
115
116 void brute_grenade()
117 {
118         entity gren;
119         
120         monster_makevectors(self.enemy);
121         
122         sound(self, CH_WEAPON_A, "weapons/grenade_fire.wav", VOL_BASE, ATTEN_NORM);
123
124         gren = spawn ();
125         gren.owner = gren.realowner = self;
126         gren.classname = "grenade";
127         gren.bot_dodge = TRUE;
128         gren.bot_dodgerating = MON_CVAR(brute, attack_grenade_damage);
129         gren.movetype = MOVETYPE_BOUNCE;
130         PROJECTILE_MAKETRIGGER(gren);
131         gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
132         setorigin(gren, CENTER_OR_VIEWOFS(self));
133         setsize(gren, '-3 -3 -3', '3 3 3');
134
135         gren.cnt = time + 5;
136         gren.nextthink = time;
137         gren.think = brute_grenade_think;
138         gren.use = brute_grenade_explode;
139         gren.touch = brute_grenade_touch;
140
141         gren.takedamage = DAMAGE_YES;
142         gren.health = 50;
143         gren.damageforcescale = 0;
144         gren.event_damage = brute_grenade_damage;
145         gren.damagedbycontents = TRUE;
146         gren.missile_flags = MIF_SPLASH | MIF_ARC;
147         W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(brute, attack_grenade_speed), MON_CVAR(brute, attack_grenade_speed_up), 0, 0, FALSE);
148
149         gren.angles = vectoangles (gren.velocity);
150         gren.flags = FL_PROJECTILE;
151
152         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
153 }
154
155 float brute_attack(float attack_type)
156 {
157         switch(attack_type)
158         {
159                 case MONSTER_ATTACK_MELEE:
160                 {
161                         self.brute_cycles = 0;
162                         self.attack_finished_single = time + 1.3;
163                         brute_blade();
164                         
165                         return TRUE;
166                 }
167                 case MONSTER_ATTACK_RANGED:
168                 {
169                         self.brute_cycles = 0;
170                         if(random() <= MON_CVAR(brute, attack_uzi_chance))
171                         {
172                                 self.frame = brute_anim_pain;
173                                 self.attack_finished_single = time + 0.8;
174                                 defer(0.1, brute_uzi);
175                         }
176                         else
177                         {
178                                 monster_makevectors(self.enemy);
179                                 brute_grenade();
180                                 self.frame = brute_anim_pain;
181                                 self.attack_finished_single = time + 1.2;
182                         }
183                         
184                         return TRUE;
185                 }
186         }
187         
188         return FALSE;
189 }
190
191 void spawnfunc_monster_brute()
192 {
193         self.classname = "monster_brute";
194         
195         self.monster_spawnfunc = spawnfunc_monster_brute;
196         
197         if(Monster_CheckAppearFlags(self))
198                 return;
199         
200         if not(monster_initialize(MON_BRUTE, FALSE)) { remove(self); return; }
201 }
202
203 // compatibility with old spawns
204 void spawnfunc_monster_ogre() { spawnfunc_monster_brute(); }
205
206 float m_brute(float req)
207 {
208         switch(req)
209         {
210                 case MR_THINK:
211                 {
212                         monster_move(MON_CVAR(brute, speed_run), MON_CVAR(brute, speed_walk), MON_CVAR(brute, speed_stop), brute_anim_run, brute_anim_walk, brute_anim_idle);
213                         return TRUE;
214                 }
215                 case MR_DEATH:
216                 {
217                         self.frame = brute_anim_die;
218                         return TRUE;
219                 }
220                 case MR_SETUP:
221                 {
222                         if not(self.health) self.health = MON_CVAR(brute, health);
223                         
224                         self.monster_loot = spawnfunc_item_bullets;
225                         self.monster_attackfunc = brute_attack;
226                         self.frame = brute_anim_idle;
227                         self.weapon = WEP_GRENADE_LAUNCHER;
228                         
229                         return TRUE;
230                 }
231                 case MR_PRECACHE:
232                 {
233                         precache_model ("models/monsters/ogre.dpm");
234                         precache_sound ("weapons/uzi_fire.wav");
235                         precache_sound ("weapons/grenade_impact.wav");
236                         precache_sound ("weapons/grenade_fire.wav");
237                         return TRUE;
238                 }
239                 case MR_CONFIG:
240                 {
241                         MON_CONFIG_SETTINGS(BRUTE_SETTINGS(brute))
242                         return TRUE;
243                 }
244         }
245         
246         return TRUE;
247 }
248
249 #endif // SVQC
250 #ifdef CSQC
251 float m_brute(float req)
252 {
253         switch(req)
254         {
255                 case MR_PRECACHE:
256                 {
257                         precache_model ("models/monsters/ogre.dpm");
258                         return TRUE;
259                 }
260         }
261         
262         return TRUE;
263 }
264
265 #endif // CSQC
266 #endif // REGISTER_MONSTER