#include "zombie.qh" #ifdef SVQC float autocvar_g_monster_zombie_health; float autocvar_g_monster_zombie_damageforcescale = 0.55; float autocvar_g_monster_zombie_attack_melee_damage; float autocvar_g_monster_zombie_attack_melee_delay; float autocvar_g_monster_zombie_attack_leap_damage; float autocvar_g_monster_zombie_attack_leap_force; float autocvar_g_monster_zombie_attack_leap_speed; float autocvar_g_monster_zombie_attack_leap_delay; float autocvar_g_monster_zombie_speed_stop; float autocvar_g_monster_zombie_speed_run; float autocvar_g_monster_zombie_speed_walk; .vector moveto; void M_Zombie_Attack_Leap_Touch(entity this, entity toucher) { if (GetResource(this, RES_HEALTH) <= 0) return; vector angles_face; if(toucher.takedamage) { angles_face = vectoangles(this.moveto - this.origin); angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force); Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, DMG_NOWEP, toucher.origin, angles_face); settouch(this, Monster_Touch); // instantly turn it off to stop damage spam this.state = 0; } if (trace_dphitcontents) { this.state = 0; settouch(this, Monster_Touch); } } void M_Zombie_Defend_Block_End(entity this) { if(GetResource(this, RES_HEALTH) <= 0) return; setanim(this, this.anim_blockend, false, true, true); SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent); } bool M_Zombie_Defend_Block(entity this) { SetResourceExplicit(this, RES_ARMOR, 0.9); this.state = MONSTER_ATTACK_MELEE; // freeze monster this.attack_finished_single[0] = time + 2.1; this.anim_finished = this.attack_finished_single[0]; setanim(this, this.anim_blockstart, false, true, true); Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End); return true; } bool M_Zombie_Attack(int attack_type, entity actor, entity targ, .entity weaponentity) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { if(random() < 0.3 && GetResource(actor, RES_HEALTH) < 75 && GetResource(actor.enemy, RES_HEALTH) > 10) return M_Zombie_Defend_Block(actor); float anim_chance = random(); vector chosen_anim; if(anim_chance < 0.33) chosen_anim = actor.anim_melee1; else if(anim_chance < 0.66) chosen_anim = actor.anim_melee2; else chosen_anim = actor.anim_melee3; return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true); } case MONSTER_ATTACK_RANGED: { makevectors(actor.angles); return Monster_Attack_Leap(actor, actor.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)); } } return false; } spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE); } #endif // SVQC #ifdef SVQC METHOD(Zombie, mr_think, bool(Zombie this, entity actor)) { TC(Zombie, this); if(time >= actor.spawn_time) actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale; return true; } METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, entity attacker, float deathtype)) { TC(Zombie, this); actor.pain_finished = time + 0.34; if(time >= actor.spawn_time) setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false); return damage_take; } METHOD(Zombie, mr_death, bool(Zombie this, entity actor)) { TC(Zombie, this); SetResourceExplicit(actor, RES_ARMOR, autocvar_g_monsters_armor_blockpercent); setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true); return true; } #endif #ifdef GAMEQC METHOD(Zombie, mr_anim, bool(Zombie this, entity actor)) { TC(Zombie, this); vector none = '0 0 0'; actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds actor.anim_spawn = animfixfps(actor, '30 1 3', none); actor.anim_walk = animfixfps(actor, '27 1 1', none); actor.anim_idle = animfixfps(actor, '19 1 1', none); actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate actor.anim_run = animfixfps(actor, '27 1 1', none); actor.anim_blockstart = animfixfps(actor, '8 1 1', none); actor.anim_blockend = animfixfps(actor, '7 1 1', none); return true; } #endif #ifdef SVQC METHOD(Zombie, mr_setup, bool(Zombie this, entity actor)) { TC(Zombie, this); if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_zombie_health); if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); } if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); } if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); } if(actor.spawnflags & MONSTERFLAG_NORESPAWN) actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn actor.spawnflags &= ~MONSTERFLAG_APPEAR; // once it's appeared, it will respawn quickly, we don't want it to appear actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT; actor.monster_loot = ITEM_HealthMedium; actor.monster_attackfunc = M_Zombie_Attack; StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0); actor.respawntime = 0.2; actor.damageforcescale = 0.0001; // no push while spawning setanim(actor, actor.anim_spawn, false, true, true); actor.spawn_time = actor.animstate_endtime; return true; } #endif