#ifdef REGISTER_MONSTER REGISTER_MONSTER( /* MON_##id */ BRUTE, /* function */ m_brute, /* spawnflags */ 0, /* mins,maxs */ '-36 -36 -20', '36 36 50', /* model */ "ogre.dpm", /* netname */ "brute", /* fullname */ _("Brute") ); #define BRUTE_SETTINGS(monster) \ MON_ADD_CVAR(monster, health) \ MON_ADD_CVAR(monster, attack_chainsaw_damage) \ MON_ADD_CVAR(monster, attack_uzi_bullets) \ MON_ADD_CVAR(monster, attack_uzi_damage) \ MON_ADD_CVAR(monster, attack_uzi_force) \ MON_ADD_CVAR(monster, attack_uzi_chance) \ MON_ADD_CVAR(monster, attack_grenade_damage) \ MON_ADD_CVAR(monster, attack_grenade_edgedamage) \ MON_ADD_CVAR(monster, attack_grenade_force) \ MON_ADD_CVAR(monster, attack_grenade_radius) \ MON_ADD_CVAR(monster, attack_grenade_speed) \ MON_ADD_CVAR(monster, attack_grenade_speed_up) \ MON_ADD_CVAR(monster, speed_stop) \ MON_ADD_CVAR(monster, speed_run) \ MON_ADD_CVAR(monster, speed_walk) #ifdef SVQC BRUTE_SETTINGS(brute) #endif // SVQC #else #ifdef SVQC const float brute_anim_idle = 0; const float brute_anim_walk = 1; const float brute_anim_run = 2; const float brute_anim_pain = 3; const float brute_anim_swing = 4; const float brute_anim_die = 5; .float brute_cycles; void brute_blade() { self.brute_cycles += 1; self.angles_y = self.angles_y + random()* 25; monster_melee(self.enemy, MON_CVAR(brute, attack_chainsaw_damage), 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE); if(self.brute_cycles <= 4) defer(0.2, brute_blade); } void brute_uzi() { self.brute_cycles += 1; monster_makevectors(self.enemy); sound(self, CH_WEAPON_A, "weapons/uzi_fire.wav", VOL_BASE, ATTN_NORM); fireBallisticBullet(CENTER_OR_VIEWOFS(self), v_forward, 0.02, 18000, 5, MON_CVAR(brute, attack_uzi_damage), MON_CVAR(brute, attack_uzi_force), DEATH_MONSTER_BRUTE_UZI, 0, 1, 115); endFireBallisticBullet(); if(self.brute_cycles <= MON_CVAR(brute, attack_uzi_bullets)) defer(0.1, brute_uzi); } void brute_grenade_explode() { pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1); sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM); self.event_damage = func_null; self.takedamage = DAMAGE_NO; if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; 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); remove (self); } void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force) { if (self.health <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; if (self.health <= 0) W_PrepareExplosionByDamage(attacker, self.use); } void brute_grenade_touch() { PROJECTILE_TOUCH; self.use (); } void brute_grenade_think() { self.nextthink = time; if (time > self.cnt) { other = world; brute_grenade_explode(); return; } } void brute_grenade() { entity gren; monster_makevectors(self.enemy); sound(self, CH_WEAPON_A, "weapons/grenade_fire.wav", VOL_BASE, ATTN_NORM); gren = spawn (); gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = TRUE; gren.bot_dodgerating = MON_CVAR(brute, attack_grenade_damage); gren.movetype = MOVETYPE_BOUNCE; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE; setorigin(gren, CENTER_OR_VIEWOFS(self)); setsize(gren, '-3 -3 -3', '3 3 3'); gren.cnt = time + 5; gren.nextthink = time; gren.think = brute_grenade_think; gren.use = brute_grenade_explode; gren.touch = brute_grenade_touch; gren.takedamage = DAMAGE_YES; gren.health = 50; gren.damageforcescale = 0; gren.event_damage = brute_grenade_damage; gren.damagedbycontents = TRUE; gren.missile_flags = MIF_SPLASH | MIF_ARC; W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(brute, attack_grenade_speed), MON_CVAR(brute, attack_grenade_speed_up), 0, 0, FALSE); gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE); } float brute_attack(float attack_type) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { self.brute_cycles = 0; monsters_setframe(brute_anim_swing); self.attack_finished_single = time + 1.3; brute_blade(); return TRUE; } case MONSTER_ATTACK_RANGED: { self.brute_cycles = 0; if(random() <= MON_CVAR(brute, attack_uzi_chance)) { monsters_setframe(brute_anim_pain); self.attack_finished_single = time + 0.8; defer(0.1, brute_uzi); } else { monster_makevectors(self.enemy); brute_grenade(); monsters_setframe(brute_anim_pain); self.attack_finished_single = time + 1.2; } return TRUE; } } return FALSE; } void spawnfunc_monster_brute() { self.classname = "monster_brute"; self.monster_spawnfunc = spawnfunc_monster_brute; if(Monster_CheckAppearFlags(self)) return; if not(monster_initialize(MON_BRUTE, FALSE)) { remove(self); return; } } float m_brute(float req) { switch(req) { case MR_THINK: { 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); return TRUE; } case MR_DEATH: { monsters_setframe(brute_anim_die); return TRUE; } case MR_SETUP: { if not(self.health) self.health = MON_CVAR(brute, health); self.monster_loot = spawnfunc_item_bullets; self.monster_attackfunc = brute_attack; monsters_setframe(brute_anim_idle); self.weapon = WEP_GRENADE_LAUNCHER; return TRUE; } case MR_INIT: { // nothing return TRUE; } case MR_CONFIG: { MON_CONFIG_SETTINGS(BRUTE_SETTINGS(brute)) return TRUE; } } return TRUE; } #endif // SVQC #ifdef CSQC float m_brute(float req) { switch(req) { case MR_DEATH: { // nothing return TRUE; } case MR_INIT: { precache_model ("models/monsters/ogre.dpm"); return TRUE; } } return TRUE; } #endif // CSQC #endif // REGISTER_MONSTER