#ifdef REGISTER_MONSTER REGISTER_MONSTER( /* MON_##id */ ZOMBIE, /* function */ m_zombie, /* spawnflags */ 0, /* mins,maxs */ '-18 -18 -25', '18 18 47', /* model */ "zombie.dpm", /* netname */ "zombie", /* fullname */ _("Zombie") ); #define ZOMBIE_SETTINGS(monster) \ MON_ADD_CVAR(monster, health) \ MON_ADD_CVAR(monster, attack_melee_damage) \ MON_ADD_CVAR(monster, attack_melee_delay) \ MON_ADD_CVAR(monster, attack_leap_damage) \ MON_ADD_CVAR(monster, attack_leap_force) \ MON_ADD_CVAR(monster, attack_leap_speed) \ MON_ADD_CVAR(monster, attack_leap_delay) \ MON_ADD_CVAR(monster, speed_stop) \ MON_ADD_CVAR(monster, speed_run) \ MON_ADD_CVAR(monster, speed_walk) #ifdef SVQC ZOMBIE_SETTINGS(zombie) #endif // SVQC #else #ifdef SVQC const float zombie_anim_attackleap = 0; const float zombie_anim_attackrun1 = 1; const float zombie_anim_attackrun2 = 2; const float zombie_anim_attackrun3 = 3; const float zombie_anim_attackstanding1 = 4; const float zombie_anim_attackstanding2 = 5; const float zombie_anim_attackstanding3 = 6; const float zombie_anim_blockend = 7; const float zombie_anim_blockstart = 8; const float zombie_anim_deathback1 = 9; const float zombie_anim_deathback2 = 10; const float zombie_anim_deathback3 = 11; const float zombie_anim_deathfront1 = 12; const float zombie_anim_deathfront2 = 13; const float zombie_anim_deathfront3 = 14; const float zombie_anim_deathleft1 = 15; const float zombie_anim_deathleft2 = 16; const float zombie_anim_deathright1 = 17; const float zombie_anim_deathright2 = 18; const float zombie_anim_idle = 19; const float zombie_anim_painback1 = 20; const float zombie_anim_painback2 = 21; const float zombie_anim_painfront1 = 22; const float zombie_anim_painfront2 = 23; const float zombie_anim_runbackwards = 24; const float zombie_anim_runbackwardsleft = 25; const float zombie_anim_runbackwardsright = 26; const float zombie_anim_runforward = 27; const float zombie_anim_runforwardleft = 28; const float zombie_anim_runforwardright = 29; const float zombie_anim_spawn = 30; void zombie_attack_leap_touch() { if (self.health <= 0) return; vector angles_face; if(other.takedamage) { angles_face = vectoangles(self.moveto - self.origin); angles_face = normalize(angles_face) * MON_CVAR(zombie, attack_leap_force); Damage(other, self, self, MON_CVAR(zombie, attack_leap_damage) * monster_skill, DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face); self.touch = MonsterTouch; // instantly turn it off to stop damage spam } if (trace_dphitcontents) self.touch = MonsterTouch; } float zombie_attack(float attack_type) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { float rand = random(), chosen_anim; if(rand < 0.33) chosen_anim = zombie_anim_attackstanding1; else if(rand < 0.66) chosen_anim = zombie_anim_attackstanding2; else chosen_anim = zombie_anim_attackstanding3; monsters_setframe(chosen_anim); self.attack_finished_single = time + MON_CVAR(zombie, attack_melee_delay); monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), self.attack_range, DEATH_MONSTER_ZOMBIE_MELEE, TRUE); return TRUE; } case MONSTER_ATTACK_RANGED: { makevectors(self.angles); if(monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * MON_CVAR(zombie, attack_leap_speed) + '0 0 200', MON_CVAR(zombie, attack_leap_delay))) return TRUE; } } return FALSE; } void spawnfunc_monster_zombie() { self.classname = "monster_zombie"; self.monster_spawnfunc = spawnfunc_monster_zombie; self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT; if(Monster_CheckAppearFlags(self)) return; if not(monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; } } float m_zombie(float req) { switch(req) { case MR_THINK: { monster_move(MON_CVAR(zombie, speed_run), MON_CVAR(zombie, speed_walk), MON_CVAR(zombie, speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle); return TRUE; } case MR_DEATH: { monsters_setframe((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1); return TRUE; } case MR_SETUP: { if not(self.health) self.health = MON_CVAR(zombie, health); if(self.spawnflags & MONSTERFLAG_NORESPAWN) self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn self.monster_loot = spawnfunc_item_health_medium; self.monster_attackfunc = zombie_attack; monsters_setframe(zombie_anim_spawn); self.spawn_time = time + 2.1; self.spawnshieldtime = self.spawn_time; self.respawntime = 0.2; return TRUE; } case MR_INIT: { // nothing return TRUE; } case MR_CONFIG: { MON_CONFIG_SETTINGS(ZOMBIE_SETTINGS(zombie)) return TRUE; } } return TRUE; } #endif // SVQC #ifdef CSQC float m_zombie(float req) { switch(req) { case MR_DEATH: { // nothing return TRUE; } case MR_INIT: { precache_model ("models/monsters/zombie.dpm"); return TRUE; } } return TRUE; } #endif // CSQC #endif // REGISTER_MONSTER