-#ifdef REGISTER_MONSTER
-REGISTER_MONSTER(
+#ifndef MENUQC
+bool M_Zombie(int);
+#endif
+REGISTER_MONSTER_SIMPLE(
/* MON_##id */ ZOMBIE,
-/* function */ m_zombie,
-/* spawnflags */ MON_FLAG_MELEE,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RIDE,
/* mins,maxs */ '-18 -18 -25', '18 18 47',
/* model */ "zombie.dpm",
/* netname */ "zombie",
/* fullname */ _("Zombie")
-);
+) {
+#ifndef MENUQC
+ this.monster_func = M_Zombie;
+ this.monster_func(MR_PRECACHE);
+#endif
+}
-#else
#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_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_runforwardleft = 28;
const float zombie_anim_runforwardright = 29;
const float zombie_anim_spawn = 30;
+*/
-void zombie_attack_leap_touch()
+void M_Zombie_Attack_Leap_Touch()
{
if (self.health <= 0)
return;
{
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
+ Damage(other, self, self, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
+ self.touch = Monster_Touch; // instantly turn it off to stop damage spam
+ self.state = 0;
}
if (trace_dphitcontents)
- self.touch = MonsterTouch;
+ {
+ self.state = 0;
+ self.touch = Monster_Touch;
+ }
}
-void zombie_blockend()
+void M_Zombie_Defend_Block_End()
{
if(self.health <= 0)
return;
- self.frame = zombie_anim_blockend;
- self.armorvalue = 0;
- self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+ setanim(self, self.anim_blockend, false, true, true);
+ self.armorvalue = autocvar_g_monsters_armor_blockpercent;
}
-float zombie_block()
+float M_Zombie_Defend_Block()
{
- self.frame = zombie_anim_blockstart;
- self.armorvalue = 100;
- self.m_armor_blockpercent = 0.9;
- self.state = MONSTER_STATE_ATTACK_MELEE; // freeze monster
+ self.armorvalue = 0.9;
+ self.state = MONSTER_ATTACK_MELEE; // freeze monster
self.attack_finished_single = time + 2.1;
+ self.anim_finished = self.attack_finished_single;
+ setanim(self, self.anim_blockstart, false, true, true);
- defer(2, zombie_blockend);
+ Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
return true;
}
-float zombie_attack(float attack_type)
+float M_Zombie_Attack(float attack_type)
{
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
{
- float rand = random(), chosen_anim;
+ if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
+ return M_Zombie_Defend_Block();
+
+ float rand = random();
+ vector chosen_anim;
if(rand < 0.33)
- chosen_anim = zombie_anim_attackstanding1;
+ chosen_anim = self.anim_melee1;
else if(rand < 0.66)
- chosen_anim = zombie_anim_attackstanding2;
+ chosen_anim = self.anim_melee2;
else
- chosen_anim = zombie_anim_attackstanding3;
+ chosen_anim = self.anim_melee3;
- 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);
+ return Monster_Attack_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 Monster_Attack_Leap(self.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;
}
-void spawnfunc_monster_zombie()
-{
- self.classname = "monster_zombie";
-
- if(!monster_initialize(MON_ZOMBIE)) { remove(self); return; }
-}
+void spawnfunc_monster_zombie() { Monster_Spawn(MON_ZOMBIE.monsterid); }
+#endif // SVQC
-float m_zombie(float req)
+bool M_Zombie(int req)
{
switch(req)
{
+ #ifdef SVQC
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);
+ if(time >= self.spawn_time)
+ self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
+ return true;
+ }
+ case MR_PAIN:
+ {
+ self.pain_finished = time + 0.34;
+ setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
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);
+ self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+
+ setanim(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
+ return true;
+ }
+ #endif
+ #ifndef MENUQC
+ case MR_ANIM:
+ {
+ vector none = '0 0 0';
+ self.anim_die1 = animfixfps(self, '9 1 0.5', none); // 2 seconds
+ self.anim_die2 = animfixfps(self, '12 1 0.5', none); // 2 seconds
+ self.anim_spawn = animfixfps(self, '30 1 3', none);
+ self.anim_walk = animfixfps(self, '27 1 1', none);
+ self.anim_idle = animfixfps(self, '19 1 1', none);
+ self.anim_pain1 = animfixfps(self, '20 1 2', none); // 0.5 seconds
+ self.anim_pain2 = animfixfps(self, '22 1 2', none); // 0.5 seconds
+ self.anim_melee1 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
+ self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
+ self.anim_melee3 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
+ self.anim_shoot = animfixfps(self, '0 1 5', none); // analyze models and set framerate
+ self.anim_run = animfixfps(self, '27 1 1', none);
+ self.anim_blockstart = animfixfps(self, '8 1 1', none);
+ self.anim_blockend = animfixfps(self, '7 1 1', none);
+
return true;
}
+ #endif
+ #ifdef SVQC
case MR_SETUP:
{
if(!self.health) self.health = (autocvar_g_monster_zombie_health);
+ if(!self.speed) { self.speed = (autocvar_g_monster_zombie_speed_walk); }
+ if(!self.speed2) { self.speed2 = (autocvar_g_monster_zombie_speed_run); }
+ if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
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.monster_attackfunc = M_Zombie_Attack;
self.spawnshieldtime = self.spawn_time;
self.respawntime = 0.2;
+ self.damageforcescale = 0.0001; // no push while spawning
+
+ setanim(self, self.anim_spawn, false, true, true);
+ self.spawn_time = self.animstate_endtime;
return true;
}
precache_model("models/monsters/zombie.dpm");
return true;
}
+ #endif
}
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