1 #ifdef REGISTER_MONSTER
4 /* function */ m_brute,
5 /* mins,maxs */ '-36 -36 -20', '36 36 50',
6 /* model */ "ogre.dpm",
8 /* fullname */ _("Brute")
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;
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;
38 self.brute_cycles += 1;
39 self.angles_y = self.angles_y + random()* 25;
41 monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
43 if(self.brute_cycles <= 4)
44 defer(0.2, brute_blade);
49 self.brute_cycles += 1;
51 monster_makevectors(self.enemy);
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();
57 if(self.brute_cycles <= autocvar_g_monster_brute_attack_uzi_bullets)
58 defer(0.1, brute_uzi);
61 void brute_grenade_explode()
63 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
64 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
66 self.event_damage = func_null;
67 self.takedamage = DAMAGE_NO;
69 if(self.movetype == MOVETYPE_NONE)
70 self.velocity = self.oldvelocity;
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);
77 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
82 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
83 return; // g_projectiles_damage says to halt
85 self.health = self.health - damage;
88 W_PrepareExplosionByDamage(attacker, self.use);
91 void brute_grenade_touch()
98 void brute_grenade_think()
100 self.nextthink = time;
104 brute_grenade_explode();
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
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');
128 gren.nextthink = time;
129 gren.think = brute_grenade_think;
130 gren.use = brute_grenade_explode;
131 gren.touch = brute_grenade_touch;
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);
141 gren.angles = vectoangles (gren.velocity);
142 gren.flags = FL_PROJECTILE;
144 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
147 float brute_attack(float attack_type)
151 case MONSTER_ATTACK_MELEE:
153 self.brute_cycles = 0;
154 monsters_setframe(brute_anim_swing);
155 self.attack_finished_single = time + 1.3;
160 case MONSTER_ATTACK_RANGED:
162 self.brute_cycles = 0;
163 if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
165 monsters_setframe(brute_anim_pain);
166 self.attack_finished_single = time + 0.8;
167 defer(0.1, brute_uzi);
171 monster_makevectors(self.enemy);
173 monsters_setframe(brute_anim_pain);
174 self.attack_finished_single = time + 1.2;
184 void spawnfunc_monster_brute()
186 if not(autocvar_g_monster_brute) { remove(self); return; }
188 self.classname = "monster_brute";
190 self.monster_spawnfunc = spawnfunc_monster_brute;
192 if(Monster_CheckAppearFlags(self))
195 if not(monster_initialize(MON_BRUTE, FALSE, 0)) { remove(self); return; }
198 float m_brute(float req)
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);
209 monsters_setframe(brute_anim_die);
214 if not(self.health) self.health = autocvar_g_monster_brute_health;
216 self.monster_attackfunc = brute_attack;
217 monsters_setframe(brute_anim_idle);
218 self.weapon = WEP_GRENADE_LAUNCHER;
234 float m_brute(float req)
245 precache_model ("models/monsters/ogre.dpm");
254 #endif // REGISTER_MONSTER