1 #ifdef REGISTER_MONSTER
4 /* function */ m_brute,
6 /* mins,maxs */ '-36 -36 -20', '36 36 50',
7 /* model */ "ogre.dpm",
9 /* fullname */ _("Brute")
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)
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;
44 self.brute_cycles += 1;
45 self.angles_y = self.angles_y + random()* 25;
47 monster_melee(self.enemy, MON_CVAR(brute, attack_chainsaw_damage), 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
49 if(self.brute_cycles <= 4)
50 defer(0.2, brute_blade);
55 self.brute_cycles += 1;
57 monster_makevectors(self.enemy);
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();
63 if(self.brute_cycles <= MON_CVAR(brute, attack_uzi_bullets))
64 defer(0.1, brute_uzi);
67 void brute_grenade_explode()
69 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
70 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
72 self.event_damage = func_null;
73 self.takedamage = DAMAGE_NO;
75 if(self.movetype == MOVETYPE_NONE)
76 self.velocity = self.oldvelocity;
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);
83 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
88 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
89 return; // g_projectiles_damage says to halt
91 self.health = self.health - damage;
94 W_PrepareExplosionByDamage(attacker, self.use);
97 void brute_grenade_touch()
104 void brute_grenade_think()
106 self.nextthink = time;
110 brute_grenade_explode();
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
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');
134 gren.nextthink = time;
135 gren.think = brute_grenade_think;
136 gren.use = brute_grenade_explode;
137 gren.touch = brute_grenade_touch;
139 gren.takedamage = DAMAGE_YES;
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);
147 gren.angles = vectoangles (gren.velocity);
148 gren.flags = FL_PROJECTILE;
150 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
153 float brute_attack(float attack_type)
157 case MONSTER_ATTACK_MELEE:
159 self.brute_cycles = 0;
160 monsters_setframe(brute_anim_swing);
161 self.attack_finished_single = time + 1.3;
166 case MONSTER_ATTACK_RANGED:
168 self.brute_cycles = 0;
169 if(random() <= MON_CVAR(brute, attack_uzi_chance))
171 monsters_setframe(brute_anim_pain);
172 self.attack_finished_single = time + 0.8;
173 defer(0.1, brute_uzi);
177 monster_makevectors(self.enemy);
179 monsters_setframe(brute_anim_pain);
180 self.attack_finished_single = time + 1.2;
190 void spawnfunc_monster_brute()
192 self.classname = "monster_brute";
194 self.monster_spawnfunc = spawnfunc_monster_brute;
196 if(Monster_CheckAppearFlags(self))
199 if not(monster_initialize(MON_BRUTE, FALSE)) { remove(self); return; }
202 float m_brute(float req)
208 monster_move(MON_CVAR(brute, speed_run), MON_CVAR(brute, speed_walk), 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
213 monsters_setframe(brute_anim_die);
218 if not(self.health) self.health = MON_CVAR(brute, health);
220 self.monster_attackfunc = brute_attack;
221 monsters_setframe(brute_anim_idle);
222 self.weapon = WEP_GRENADE_LAUNCHER;
233 MON_CONFIG_SETTINGS(BRUTE_SETTINGS(brute))
243 float m_brute(float req)
254 precache_model ("models/monsters/ogre.dpm");
263 #endif // REGISTER_MONSTER