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Partially fix all monsters thinking they're fish
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / brute.qc
1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ BRUTE,
4 /* function   */ m_brute,
5 /* mins,maxs  */ '-36 -36 -20', '36 36 50',
6 /* model      */ "ogre.dpm",
7 /* netname    */ "brute",
8 /* fullname   */ _("Brute")
9 );
10
11 #else
12 #ifdef SVQC
13 float autocvar_g_monster_brute;
14 float autocvar_g_monster_brute_health;
15 float autocvar_g_monster_brute_chainsaw_damage;
16 float autocvar_g_monster_brute_speed_walk;
17 float autocvar_g_monster_brute_speed_run;
18 float autocvar_g_monster_brute_attack_uzi_bullets;
19 float autocvar_g_monster_brute_attack_uzi_damage;
20 float autocvar_g_monster_brute_attack_uzi_force;
21 float autocvar_g_monster_brute_attack_uzi_chance;
22 float autocvar_g_monster_brute_attack_grenade_damage;
23 float autocvar_g_monster_brute_attack_grenade_edgedamage;
24 float autocvar_g_monster_brute_attack_grenade_force;
25 float autocvar_g_monster_brute_attack_grenade_radius;
26
27 const float brute_anim_idle             = 0;
28 const float brute_anim_walk             = 1;
29 const float brute_anim_run                      = 2;
30 const float brute_anim_pain             = 3;
31 const float brute_anim_swing            = 4;
32 const float brute_anim_die                      = 5;
33
34 .float brute_cycles;
35
36 void brute_blade()
37 {
38         self.brute_cycles += 1;
39         self.angles_y = self.angles_y + random()* 25;
40         
41         monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
42         
43         if(self.brute_cycles <= 4)
44                 defer(0.2, brute_blade);
45 }
46
47 void brute_uzi()
48 {
49         self.brute_cycles += 1;
50         
51         monster_makevectors(self.enemy);
52         
53         W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_uzi_damage);
54         fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_brute_attack_uzi_damage, autocvar_g_monster_brute_attack_uzi_force, DEATH_MONSTER_BRUTE_UZI, 0, 1, 115);
55         endFireBallisticBullet();
56         
57         if(self.brute_cycles <= autocvar_g_monster_brute_attack_uzi_bullets)
58                 defer(0.1, brute_uzi);
59 }
60
61 void brute_grenade_explode()
62 {
63         pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
64         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
65
66         self.event_damage = func_null;
67         self.takedamage = DAMAGE_NO;
68
69         if(self.movetype == MOVETYPE_NONE)
70                 self.velocity = self.oldvelocity;
71
72         RadiusDamage (self, self.realowner, autocvar_g_monster_brute_attack_grenade_damage, autocvar_g_monster_brute_attack_grenade_edgedamage, autocvar_g_monster_brute_attack_grenade_radius, world, autocvar_g_monster_brute_attack_grenade_force, self.projectiledeathtype, other);
73
74         remove (self);
75 }
76
77 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
78 {
79         if (self.health <= 0)
80                 return;
81                 
82         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
83                 return; // g_projectiles_damage says to halt
84                 
85         self.health = self.health - damage;
86         
87         if (self.health <= 0)
88                 W_PrepareExplosionByDamage(attacker, self.use);
89 }
90
91 void brute_grenade_touch()
92 {
93         PROJECTILE_TOUCH;
94         
95         self.use ();
96 }
97
98 void brute_grenade_think()
99 {
100         self.nextthink = time;
101         if (time > self.cnt)
102         {
103                 other = world;
104                 brute_grenade_explode();
105                 return;
106         }
107 }
108
109 void brute_grenade()
110 {
111         entity gren;
112
113         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_grenade_damage);
114         w_shotdir = v_forward; // no TrueAim for grenades please
115
116         gren = spawn ();
117         gren.owner = gren.realowner = self;
118         gren.classname = "grenade";
119         gren.bot_dodge = TRUE;
120         gren.bot_dodgerating = autocvar_g_monster_brute_attack_grenade_damage;
121         gren.movetype = MOVETYPE_BOUNCE;
122         PROJECTILE_MAKETRIGGER(gren);
123         gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
124         setorigin(gren, w_shotorg);
125         setsize(gren, '-3 -3 -3', '3 3 3');
126
127         gren.cnt = time + 5;
128         gren.nextthink = time;
129         gren.think = brute_grenade_think;
130         gren.use = brute_grenade_explode;
131         gren.touch = brute_grenade_touch;
132
133         gren.takedamage = DAMAGE_YES;
134         gren.health = autocvar_g_balance_grenadelauncher_primary_health;
135         gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
136         gren.event_damage = brute_grenade_damage;
137         gren.damagedbycontents = TRUE;
138         gren.missile_flags = MIF_SPLASH | MIF_ARC;
139         W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
140
141         gren.angles = vectoangles (gren.velocity);
142         gren.flags = FL_PROJECTILE;
143
144         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
145 }
146
147 float brute_attack(float attack_type)
148 {
149         switch(attack_type)
150         {
151                 case MONSTER_ATTACK_MELEE:
152                 {
153                         self.brute_cycles = 0;
154                         monsters_setframe(brute_anim_swing);
155                         self.attack_finished_single = time + 1.3;
156                         brute_blade();
157                         
158                         return TRUE;
159                 }
160                 case MONSTER_ATTACK_RANGED:
161                 {
162                         self.brute_cycles = 0;
163                         if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
164                         {
165                                 monsters_setframe(brute_anim_pain);
166                                 self.attack_finished_single = time + 0.8;
167                                 defer(0.1, brute_uzi);
168                         }
169                         else
170                         {
171                                 monster_makevectors(self.enemy);
172                                 brute_grenade();
173                                 monsters_setframe(brute_anim_pain);
174                                 self.attack_finished_single = time + 1.2;
175                         }
176                         
177                         return TRUE;
178                 }
179         }
180         
181         return FALSE;
182 }
183
184 void spawnfunc_monster_brute()
185 {
186         if not(autocvar_g_monster_brute) { remove(self); return; }
187         
188         self.classname = "monster_brute";
189         
190         self.monster_spawnfunc = spawnfunc_monster_brute;
191         
192         if(Monster_CheckAppearFlags(self))
193                 return;
194         
195         if not(monster_initialize(MON_BRUTE, FALSE, 0)) { remove(self); return; }
196 }
197
198 float m_brute(float req)
199 {
200         switch(req)
201         {
202                 case MR_THINK:
203                 {
204                         monster_move(autocvar_g_monster_brute_speed_run, autocvar_g_monster_brute_speed_walk, 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
205                         return TRUE;
206                 }
207                 case MR_DEATH:
208                 {
209                         monsters_setframe(brute_anim_die);
210                         return TRUE;
211                 }
212                 case MR_SETUP:
213                 {
214                         if not(self.health) self.health = autocvar_g_monster_brute_health;
215                                 
216                         self.monster_attackfunc = brute_attack;
217                         monsters_setframe(brute_anim_idle);
218                         self.weapon = WEP_GRENADE_LAUNCHER;
219                         
220                         return TRUE;
221                 }
222                 case MR_INIT:
223                 {
224                         // nothing
225                         return TRUE;
226                 }
227         }
228         
229         return TRUE;
230 }
231
232 #endif // SVQC
233 #ifdef CSQC
234 float m_brute(float req)
235 {
236         switch(req)
237         {
238                 case MR_DEATH:
239                 {
240                         // nothing
241                         return TRUE;
242                 }
243                 case MR_INIT:
244                 {
245                         precache_model ("models/monsters/ogre.dpm");
246                         return TRUE;
247                 }
248         }
249         
250         return TRUE;
251 }
252
253 #endif // CSQC
254 #endif // REGISTER_MONSTER