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1 #ifndef ZOMBIE_H
2 #define ZOMBIE_H
3
4 #ifndef MENUQC
5 MODEL(MON_ZOMBIE, "models/monsters/zombie.dpm");
6 #endif
7
8 CLASS(Zombie, Monster)
9     ATTRIB(Zombie, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RIDE);
10     ATTRIB(Zombie, mins, vector, '-18 -18 -25');
11     ATTRIB(Zombie, maxs, vector, '18 18 47');
12 #ifndef MENUQC
13     ATTRIB(Zombie, m_model, Model, MDL_MON_ZOMBIE);
14 #endif
15     ATTRIB(Zombie, netname, string, "zombie");
16     ATTRIB(Zombie, monster_name, string, _("Zombie"));
17 ENDCLASS(Zombie)
18
19 REGISTER_MONSTER(ZOMBIE, NEW(Zombie)) {
20 #ifndef MENUQC
21     this.mr_precache(this);
22 #endif
23 }
24
25 #endif
26
27 #ifdef IMPLEMENTATION
28
29 #ifdef SVQC
30 #include "../../../server/bot/lib/movelib/movelib.qh"
31 float autocvar_g_monster_zombie_health;
32 float autocvar_g_monster_zombie_damageforcescale = 0.55;
33 float autocvar_g_monster_zombie_attack_melee_damage;
34 float autocvar_g_monster_zombie_attack_melee_delay;
35 float autocvar_g_monster_zombie_attack_leap_damage;
36 float autocvar_g_monster_zombie_attack_leap_force;
37 float autocvar_g_monster_zombie_attack_leap_speed;
38 float autocvar_g_monster_zombie_attack_leap_delay;
39 float autocvar_g_monster_zombie_speed_stop;
40 float autocvar_g_monster_zombie_speed_run;
41 float autocvar_g_monster_zombie_speed_walk;
42
43 /*
44 const float zombie_anim_attackleap                      = 0;
45 const float zombie_anim_attackrun1                      = 1;
46 const float zombie_anim_attackrun2                      = 2;
47 const float zombie_anim_attackrun3                      = 3;
48 const float zombie_anim_attackstanding1         = 4;
49 const float zombie_anim_attackstanding2         = 5;
50 const float zombie_anim_attackstanding3         = 6;
51 const float zombie_anim_blockend                        = 7;
52 const float zombie_anim_blockstart                      = 8;
53 const float zombie_anim_deathback1                      = 9;
54 const float zombie_anim_deathback2                      = 10;
55 const float zombie_anim_deathback3                      = 11;
56 const float zombie_anim_deathfront1                     = 12;
57 const float zombie_anim_deathfront2                     = 13;
58 const float zombie_anim_deathfront3                     = 14;
59 const float zombie_anim_deathleft1                      = 15;
60 const float zombie_anim_deathleft2                      = 16;
61 const float zombie_anim_deathright1                     = 17;
62 const float zombie_anim_deathright2                     = 18;
63 const float zombie_anim_idle                            = 19;
64 const float zombie_anim_painback1                       = 20;
65 const float zombie_anim_painback2                       = 21;
66 const float zombie_anim_painfront1                      = 22;
67 const float zombie_anim_painfront2                      = 23;
68 const float zombie_anim_runbackwards            = 24;
69 const float zombie_anim_runbackwardsleft        = 25;
70 const float zombie_anim_runbackwardsright       = 26;
71 const float zombie_anim_runforward                      = 27;
72 const float zombie_anim_runforwardleft          = 28;
73 const float zombie_anim_runforwardright         = 29;
74 const float zombie_anim_spawn                           = 30;
75 */
76
77 void M_Zombie_Attack_Leap_Touch()
78 {SELFPARAM();
79         if (self.health <= 0)
80                 return;
81
82         vector angles_face;
83
84         if(other.takedamage)
85         {
86                 angles_face = vectoangles(self.moveto - self.origin);
87                 angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
88                 Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
89                 self.touch = Monster_Touch; // instantly turn it off to stop damage spam
90                 self.state = 0;
91         }
92
93         if (trace_dphitcontents)
94         {
95                 self.state = 0;
96                 self.touch = Monster_Touch;
97         }
98 }
99
100 void M_Zombie_Defend_Block_End()
101 {SELFPARAM();
102         if(self.health <= 0)
103                 return;
104
105         setanim(self, self.anim_blockend, false, true, true);
106         self.armorvalue = autocvar_g_monsters_armor_blockpercent;
107 }
108
109 float M_Zombie_Defend_Block()
110 {SELFPARAM();
111         self.armorvalue = 0.9;
112         self.state = MONSTER_ATTACK_MELEE; // freeze monster
113         self.attack_finished_single = time + 2.1;
114         self.anim_finished = self.attack_finished_single;
115         setanim(self, self.anim_blockstart, false, true, true);
116
117         Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
118
119         return true;
120 }
121
122 float M_Zombie_Attack(float attack_type, entity targ)
123 {SELFPARAM();
124         switch(attack_type)
125         {
126                 case MONSTER_ATTACK_MELEE:
127                 {
128                         if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
129                                 return M_Zombie_Defend_Block();
130
131                         float rand = random();
132                         vector chosen_anim;
133
134                         if(rand < 0.33)
135                                 chosen_anim = self.anim_melee1;
136                         else if(rand < 0.66)
137                                 chosen_anim = self.anim_melee2;
138                         else
139                                 chosen_anim = self.anim_melee3;
140
141                         return Monster_Attack_Melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, true);
142                 }
143                 case MONSTER_ATTACK_RANGED:
144                 {
145                         makevectors(self.angles);
146                         return Monster_Attack_Leap(self.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
147                 }
148         }
149
150         return false;
151 }
152
153 spawnfunc(monster_zombie) { Monster_Spawn(MON_ZOMBIE.monsterid); }
154 #endif // SVQC
155
156                 #ifdef SVQC
157                 METHOD(Zombie, mr_think, bool(Zombie thismon))
158                 {
159                         SELFPARAM();
160                         if(time >= self.spawn_time)
161                                 self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
162                         return true;
163                 }
164                 METHOD(Zombie, mr_pain, bool(Zombie thismon))
165                 {
166                         SELFPARAM();
167                         self.pain_finished = time + 0.34;
168                         setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
169                         return true;
170                 }
171                 METHOD(Zombie, mr_death, bool(Zombie thismon))
172                 {
173                         SELFPARAM();
174                         self.armorvalue = autocvar_g_monsters_armor_blockpercent;
175
176                         setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
177                         return true;
178                 }
179                 #endif
180                 #ifndef MENUQC
181                 METHOD(Zombie, mr_anim, bool(Zombie thismon))
182                 {
183                         SELFPARAM();
184                         vector none = '0 0 0';
185                         self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
186                         self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
187                         self.anim_spawn = animfixfps(self, '30 1 3', none);
188                         self.anim_walk = animfixfps(self, '27 1 1', none);
189                         self.anim_idle = animfixfps(self, '19 1 1', none);
190                         self.anim_pain1 = animfixfps(self, '20 1 2', none); // 0.5 seconds
191                         self.anim_pain2 = animfixfps(self, '22 1 2', none); // 0.5 seconds
192                         self.anim_melee1 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
193                         self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
194                         self.anim_melee3 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
195                         self.anim_shoot = animfixfps(self, '0 1 5', none); // analyze models and set framerate
196                         self.anim_run = animfixfps(self, '27 1 1', none);
197                         self.anim_blockstart = animfixfps(self, '8 1 1', none);
198                         self.anim_blockend = animfixfps(self, '7 1 1', none);
199
200                         return true;
201                 }
202                 #endif
203                 #ifdef SVQC
204                 METHOD(Zombie, mr_setup, bool(Zombie thismon))
205                 {
206                         if(!self.health) self.health = (autocvar_g_monster_zombie_health);
207                         if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
208                         if(!self.speed2) { self.speed2 = (autocvar_g_monster_zombie_speed_run); }
209                         if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
210
211                         if(self.spawnflags & MONSTERFLAG_NORESPAWN)
212                                 self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
213
214                         self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
215
216                         self.monster_loot = spawnfunc_item_health_medium;
217                         self.monster_attackfunc = M_Zombie_Attack;
218                         self.spawnshieldtime = self.spawn_time;
219                         self.respawntime = 0.2;
220                         self.damageforcescale = 0.0001; // no push while spawning
221
222                         setanim(self, self.anim_spawn, false, true, true);
223                         self.spawn_time = self.animstate_endtime;
224
225                         return true;
226                 }
227                 METHOD(Zombie, mr_precache, bool(Zombie thismon))
228                 {
229                         return true;
230                 }
231                 #endif
232
233 #endif