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Steal new weapon cvar system
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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_run) \
26         MON_ADD_CVAR(monster, speed_walk) 
27
28 #ifdef SVQC
29 BRUTE_SETTINGS(brute)
30 #endif // SVQC
31 #else
32 #ifdef SVQC
33 const float brute_anim_idle             = 0;
34 const float brute_anim_walk             = 1;
35 const float brute_anim_run                      = 2;
36 const float brute_anim_pain             = 3;
37 const float brute_anim_swing            = 4;
38 const float brute_anim_die                      = 5;
39
40 .float brute_cycles;
41
42 void brute_blade()
43 {
44         self.brute_cycles += 1;
45         self.angles_y = self.angles_y + random()* 25;
46         
47         monster_melee(self.enemy, MON_CVAR(brute, attack_chainsaw_damage), 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
48         
49         if(self.brute_cycles <= 4)
50                 defer(0.2, brute_blade);
51 }
52
53 void brute_uzi()
54 {
55         self.brute_cycles += 1;
56         
57         monster_makevectors(self.enemy);
58         
59         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));
60         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);
61         endFireBallisticBullet();
62         
63         if(self.brute_cycles <= MON_CVAR(brute, attack_uzi_bullets))
64                 defer(0.1, brute_uzi);
65 }
66
67 void brute_grenade_explode()
68 {
69         pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
70         sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
71
72         self.event_damage = func_null;
73         self.takedamage = DAMAGE_NO;
74
75         if(self.movetype == MOVETYPE_NONE)
76                 self.velocity = self.oldvelocity;
77
78         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);
79
80         remove (self);
81 }
82
83 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
84 {
85         if (self.health <= 0)
86                 return;
87                 
88         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
89                 return; // g_projectiles_damage says to halt
90                 
91         self.health = self.health - damage;
92         
93         if (self.health <= 0)
94                 W_PrepareExplosionByDamage(attacker, self.use);
95 }
96
97 void brute_grenade_touch()
98 {
99         PROJECTILE_TOUCH;
100         
101         self.use ();
102 }
103
104 void brute_grenade_think()
105 {
106         self.nextthink = time;
107         if (time > self.cnt)
108         {
109                 other = world;
110                 brute_grenade_explode();
111                 return;
112         }
113 }
114
115 void brute_grenade()
116 {
117         entity gren;
118
119         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));
120         w_shotdir = v_forward; // no TrueAim for grenades please
121
122         gren = spawn ();
123         gren.owner = gren.realowner = self;
124         gren.classname = "grenade";
125         gren.bot_dodge = TRUE;
126         gren.bot_dodgerating = MON_CVAR(brute, attack_grenade_damage);
127         gren.movetype = MOVETYPE_BOUNCE;
128         PROJECTILE_MAKETRIGGER(gren);
129         gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
130         setorigin(gren, w_shotorg);
131         setsize(gren, '-3 -3 -3', '3 3 3');
132
133         gren.cnt = time + 5;
134         gren.nextthink = time;
135         gren.think = brute_grenade_think;
136         gren.use = brute_grenade_explode;
137         gren.touch = brute_grenade_touch;
138
139         gren.takedamage = DAMAGE_YES;
140         gren.health = 50;
141         gren.damageforcescale = 0;
142         gren.event_damage = brute_grenade_damage;
143         gren.damagedbycontents = TRUE;
144         gren.missile_flags = MIF_SPLASH | MIF_ARC;
145         W_SetupProjectileVelocityEx(gren, w_shotdir, v_up, MON_CVAR(brute, attack_grenade_speed), MON_CVAR(brute, attack_grenade_speed_up), 0, 0, FALSE);
146
147         gren.angles = vectoangles (gren.velocity);
148         gren.flags = FL_PROJECTILE;
149
150         CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
151 }
152
153 float brute_attack(float attack_type)
154 {
155         switch(attack_type)
156         {
157                 case MONSTER_ATTACK_MELEE:
158                 {
159                         self.brute_cycles = 0;
160                         monsters_setframe(brute_anim_swing);
161                         self.attack_finished_single = time + 1.3;
162                         brute_blade();
163                         
164                         return TRUE;
165                 }
166                 case MONSTER_ATTACK_RANGED:
167                 {
168                         self.brute_cycles = 0;
169                         if(random() <= MON_CVAR(brute, attack_uzi_chance))
170                         {
171                                 monsters_setframe(brute_anim_pain);
172                                 self.attack_finished_single = time + 0.8;
173                                 defer(0.1, brute_uzi);
174                         }
175                         else
176                         {
177                                 monster_makevectors(self.enemy);
178                                 brute_grenade();
179                                 monsters_setframe(brute_anim_pain);
180                                 self.attack_finished_single = time + 1.2;
181                         }
182                         
183                         return TRUE;
184                 }
185         }
186         
187         return FALSE;
188 }
189
190 void spawnfunc_monster_brute()
191 {
192         self.classname = "monster_brute";
193         
194         self.monster_spawnfunc = spawnfunc_monster_brute;
195         
196         if(Monster_CheckAppearFlags(self))
197                 return;
198         
199         if not(monster_initialize(MON_BRUTE, FALSE)) { remove(self); return; }
200 }
201
202 float m_brute(float req)
203 {
204         switch(req)
205         {
206                 case MR_THINK:
207                 {
208                         monster_move(MON_CVAR(brute, speed_run), MON_CVAR(brute, speed_walk), 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
209                         return TRUE;
210                 }
211                 case MR_DEATH:
212                 {
213                         monsters_setframe(brute_anim_die);
214                         return TRUE;
215                 }
216                 case MR_SETUP:
217                 {
218                         if not(self.health) self.health = MON_CVAR(brute, health);
219                                 
220                         self.monster_attackfunc = brute_attack;
221                         monsters_setframe(brute_anim_idle);
222                         self.weapon = WEP_GRENADE_LAUNCHER;
223                         
224                         return TRUE;
225                 }
226                 case MR_INIT:
227                 {
228                         // nothing
229                         return TRUE;
230                 }
231                 case MR_CONFIG:
232                 {
233                         MON_CONFIG_SETTINGS(BRUTE_SETTINGS(brute))
234                         return TRUE;
235                 }
236         }
237         
238         return TRUE;
239 }
240
241 #endif // SVQC
242 #ifdef CSQC
243 float m_brute(float req)
244 {
245         switch(req)
246         {
247                 case MR_DEATH:
248                 {
249                         // nothing
250                         return TRUE;
251                 }
252                 case MR_INIT:
253                 {
254                         precache_model ("models/monsters/ogre.dpm");
255                         return TRUE;
256                 }
257         }
258         
259         return TRUE;
260 }
261
262 #endif // CSQC
263 #endif // REGISTER_MONSTER