#include "spider.qh" #ifdef SVQC .float spider_slowness; // effect time of slowness inflicted by spiders .float spider_web_delay; float autocvar_g_monster_spider_attack_web_damagetime; float autocvar_g_monster_spider_attack_web_speed; float autocvar_g_monster_spider_attack_web_speed_up; float autocvar_g_monster_spider_attack_web_delay; float autocvar_g_monster_spider_attack_bite_damage; float autocvar_g_monster_spider_attack_bite_delay; void M_Spider_Attack_Web(entity this); REGISTER_MUTATOR(spiderweb, true); MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics_UpdateStats) { entity player = M_ARGV(0, entity); if(time < player.spider_slowness) STAT(MOVEVARS_HIGHSPEED, player) *= 0.5; } MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove) { entity mon = M_ARGV(0, entity); if(time < mon.spider_slowness) { M_ARGV(1, float) *= 0.5; // run speed M_ARGV(2, float) *= 0.5; // walk speed } } MUTATOR_HOOKFUNCTION(spiderweb, PlayerSpawn) { entity player = M_ARGV(0, entity); player.spider_slowness = 0; return false; } MUTATOR_HOOKFUNCTION(spiderweb, MonsterSpawn) { entity mon = M_ARGV(0, entity); mon.spider_slowness = 0; } SOUND(SpiderAttack_FIRE, W_Sound("electro_fire")); METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire)) { TC(SpiderAttack, thiswep); bool isPlayer = IS_PLAYER(actor); if (fire & 1) if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) { if (!isPlayer) { actor.spider_web_delay = time + 3; setanim(actor, actor.anim_shoot, true, true, true); actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay); actor.anim_finished = time + 1; } if (isPlayer) actor.enemy = Monster_FindTarget(actor); W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id); if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin); M_Spider_Attack_Web(actor); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready); return; } if (fire & 2) if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) { if (isPlayer) { actor.enemy = Monster_FindTarget(actor); actor.attack_range = 60; } Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? actor.anim_melee : actor.anim_shoot), actor.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true); weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready); } } float autocvar_g_monster_spider_health; float autocvar_g_monster_spider_damageforcescale = 0.6; float autocvar_g_monster_spider_speed_stop; float autocvar_g_monster_spider_speed_run; float autocvar_g_monster_spider_speed_walk; /* const float spider_anim_idle = 0; const float spider_anim_walk = 1; const float spider_anim_attack = 2; const float spider_anim_attack2 = 3; */ void M_Spider_Attack_Web_Explode(entity this) { if(this) { Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1); RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL); FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && it.monsterid != MON_SPIDER.monsterid, { it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime); }); delete(this); } } void M_Spider_Attack_Web_Explode_use(entity this, entity actor, entity trigger) { M_Spider_Attack_Web_Explode(this); } void M_Spider_Attack_Web_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); M_Spider_Attack_Web_Explode(this); } void adaptor_think2use_hittype_splash(entity this); void M_Spider_Attack_Web(entity this) { monster_makevectors(this, this.enemy); sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM); entity proj = new(plasma); proj.owner = proj.realowner = this; proj.use = M_Spider_Attack_Web_Explode_use; setthink(proj, adaptor_think2use_hittype_splash); proj.bot_dodge = true; proj.bot_dodgerating = 0; proj.nextthink = time + 5; PROJECTILE_MAKETRIGGER(proj); proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id; setorigin(proj, CENTER_OR_VIEWOFS(this)); //proj.glow_size = 50; //proj.glow_color = 45; set_movetype(proj, MOVETYPE_BOUNCE); W_SetupProjVelocity_Explicit(proj, v_forward, v_up, (autocvar_g_monster_spider_attack_web_speed), (autocvar_g_monster_spider_attack_web_speed_up), 0, 0, false); settouch(proj, M_Spider_Attack_Web_Touch); setsize(proj, '-4 -4 -4', '4 4 4'); proj.takedamage = DAMAGE_NO; proj.damageforcescale = 0; proj.health = 500; proj.event_damage = func_null; proj.flags = FL_PROJECTILE; IL_PUSH(g_projectiles, proj); IL_PUSH(g_bot_dodge, proj); proj.damagedbycontents = true; IL_PUSH(g_damagedbycontents, proj); proj.bouncefactor = 0.3; proj.bouncestop = 0.05; proj.missile_flags = MIF_SPLASH | MIF_ARC; CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true); } bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity) { switch(attack_type) { Weapon wep = WEP_SPIDER_ATTACK; case MONSTER_ATTACK_MELEE: { wep.wr_think(wep, actor, weaponentity, 2); return true; } case MONSTER_ATTACK_RANGED: { wep.wr_think(wep, actor, weaponentity, 1); return true; } } return false; } spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER.monsterid); } #endif // SVQC #ifdef SVQC METHOD(Spider, mr_think, bool(Spider this, entity actor)) { TC(Spider, this); return true; } METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype)) { TC(Spider, this); return damage_take; } METHOD(Spider, mr_death, bool(Spider this, entity actor)) { TC(Spider, this); setanim(actor, actor.anim_melee, false, true, true); actor.angles_x = 180; return true; } #endif #ifdef GAMEQC METHOD(Spider, mr_anim, bool(Spider this, entity actor)) { TC(Spider, this); vector none = '0 0 0'; actor.anim_walk = animfixfps(actor, '1 1 1', none); actor.anim_idle = animfixfps(actor, '0 1 1', none); actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate actor.anim_run = animfixfps(actor, '1 1 1', none); return true; } #endif #ifdef SVQC METHOD(Spider, mr_setup, bool(Spider this, entity actor)) { TC(Spider, this); if(!actor.health) actor.health = (autocvar_g_monster_spider_health); if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); } if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); } if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); } if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); } actor.monster_loot = ITEM_HealthMedium; actor.monster_attackfunc = M_Spider_Attack; return true; } #endif