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Hardcode monster item drops
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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ BRUTE,
4 /* function   */ m_brute,
5 /* spawnflags */ 0,
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), 0.3, 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         W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, MON_CVAR(brute, attack_uzi_damage));
61         fireBallisticBullet(w_shotorg, w_shotdir, 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, ATTN_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         W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, MON_CVAR(brute, attack_grenade_damage));
121         w_shotdir = v_forward; // no TrueAim for grenades please
122
123         gren = spawn ();
124         gren.owner = gren.realowner = self;
125         gren.classname = "grenade";
126         gren.bot_dodge = TRUE;
127         gren.bot_dodgerating = MON_CVAR(brute, attack_grenade_damage);
128         gren.movetype = MOVETYPE_BOUNCE;
129         PROJECTILE_MAKETRIGGER(gren);
130         gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
131         setorigin(gren, w_shotorg);
132         setsize(gren, '-3 -3 -3', '3 3 3');
133
134         gren.cnt = time + 5;
135         gren.nextthink = time;
136         gren.think = brute_grenade_think;
137         gren.use = brute_grenade_explode;
138         gren.touch = brute_grenade_touch;
139
140         gren.takedamage = DAMAGE_YES;
141         gren.health = 50;
142         gren.damageforcescale = 0;
143         gren.event_damage = brute_grenade_damage;
144         gren.damagedbycontents = TRUE;
145         gren.missile_flags = MIF_SPLASH | MIF_ARC;
146         W_SetupProjectileVelocityEx(gren, w_shotdir, v_up, MON_CVAR(brute, attack_grenade_speed), MON_CVAR(brute, attack_grenade_speed_up), 0, 0, FALSE);
147
148         gren.angles = vectoangles (gren.velocity);
149         gren.flags = FL_PROJECTILE;
150
151         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
152 }
153
154 float brute_attack(float attack_type)
155 {
156         switch(attack_type)
157         {
158                 case MONSTER_ATTACK_MELEE:
159                 {
160                         self.brute_cycles = 0;
161                         monsters_setframe(brute_anim_swing);
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                                 monsters_setframe(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                                 monsters_setframe(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 float m_brute(float req)
204 {
205         switch(req)
206         {
207                 case MR_THINK:
208                 {
209                         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);
210                         return TRUE;
211                 }
212                 case MR_DEATH:
213                 {
214                         monsters_setframe(brute_anim_die);
215                         return TRUE;
216                 }
217                 case MR_SETUP:
218                 {
219                         if not(self.health) self.health = MON_CVAR(brute, health);
220                         
221                         self.monster_loot = spawnfunc_item_bullets;
222                         self.monster_attackfunc = brute_attack;
223                         monsters_setframe(brute_anim_idle);
224                         self.weapon = WEP_GRENADE_LAUNCHER;
225                         
226                         return TRUE;
227                 }
228                 case MR_INIT:
229                 {
230                         // nothing
231                         return TRUE;
232                 }
233                 case MR_CONFIG:
234                 {
235                         MON_CONFIG_SETTINGS(BRUTE_SETTINGS(brute))
236                         return TRUE;
237                 }
238         }
239         
240         return TRUE;
241 }
242
243 #endif // SVQC
244 #ifdef CSQC
245 float m_brute(float req)
246 {
247         switch(req)
248         {
249                 case MR_DEATH:
250                 {
251                         // nothing
252                         return TRUE;
253                 }
254                 case MR_INIT:
255                 {
256                         precache_model ("models/monsters/ogre.dpm");
257                         return TRUE;
258                 }
259         }
260         
261         return TRUE;
262 }
263
264 #endif // CSQC
265 #endif // REGISTER_MONSTER