#ifdef REGISTER_MONSTER REGISTER_MONSTER( /* MON_##id */ ZOMBIE, /* function */ m_zombie, /* spawnflags */ MON_FLAG_MELEE, /* mins,maxs */ '-18 -18 -25', '18 18 47', /* model */ "zombie.dpm", /* netname */ "zombie", /* fullname */ _("Zombie") ); #else #ifdef SVQC float autocvar_g_monster_zombie_health; 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; 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) * (autocvar_g_monster_zombie_attack_leap_force); Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * Monster_SkillModifier(), 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; } void zombie_blockend() { if(self.health <= 0) return; self.frame = zombie_anim_blockend; self.armorvalue = 0; self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent; } float zombie_block() { self.frame = zombie_anim_blockstart; self.armorvalue = 100; self.m_armor_blockpercent = 0.9; self.state = MONSTER_STATE_ATTACK_MELEE; // freeze monster self.attack_finished_single = time + 2.1; defer(2, zombie_blockend); return TRUE; } 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; if(random() < 0.3 && self.health < 75 && self.enemy.health > 10) return zombie_block(); return monster_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); } case MONSTER_ATTACK_RANGED: { makevectors(self.angles); return monster_leap(zombie_anim_attackleap, 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; } void spawnfunc_monster_zombie() { self.classname = "monster_zombie"; if(!monster_initialize(MON_ZOMBIE)) { remove(self); return; } } float m_zombie(float req) { switch(req) { case MR_THINK: { monster_move((autocvar_g_monster_zombie_speed_run), (autocvar_g_monster_zombie_speed_walk), (autocvar_g_monster_zombie_speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle); return TRUE; } case MR_DEATH: { self.armorvalue = 0; self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent; self.frame = ((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1); return TRUE; } case MR_SETUP: { if(!self.health) self.health = (autocvar_g_monster_zombie_health); if(self.spawnflags & MONSTERFLAG_NORESPAWN) self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT; self.monster_loot = spawnfunc_item_health_medium; self.monster_attackfunc = zombie_attack; self.frame = zombie_anim_spawn; self.spawn_time = time + 2.1; self.spawnshieldtime = self.spawn_time; self.respawntime = 0.2; return TRUE; } case MR_PRECACHE: { precache_model("models/monsters/zombie.dpm"); return TRUE; } } return TRUE; } #endif // SVQC #ifdef CSQC float m_zombie(float req) { switch(req) { case MR_PRECACHE: { return TRUE; } } return TRUE; } #endif // CSQC #endif // REGISTER_MONSTER