]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/zombie.qc
Merge remote-tracking branch 'origin/Mario/train_fix'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / zombie.qc
index afe5beed0e956eb4a080abd82a7c167f3f8fcfdf..e5155b8aedac5e2a98194838244424eb024a5dcf 100644 (file)
@@ -9,23 +9,19 @@ REGISTER_MONSTER(
 /* 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
+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;
@@ -33,7 +29,7 @@ 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_blockend                       = 7;
 const float zombie_anim_blockstart                     = 8;
 const float zombie_anim_deathback1                     = 9;
 const float zombie_anim_deathback2                     = 10;
@@ -45,31 +41,31 @@ 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_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_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_runforwardleft         = 28;
 const float zombie_anim_runforwardright                = 29;
-const float zombie_anim_spawn                          = 30;
+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);
+               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
        }
 
@@ -82,21 +78,21 @@ void zombie_blockend()
        if(self.health <= 0)
                return;
 
-       monsters_setframe(zombie_anim_blockend);
+       self.frame = zombie_anim_blockend;
        self.armorvalue = 0;
        self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
 }
 
 float zombie_block()
 {
-       monsters_setframe(zombie_anim_blockstart);
+       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;
 }
 
@@ -107,41 +103,41 @@ float zombie_attack(float 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)
+
+                       if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
                                return zombie_block();
-                       
-                       return monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), chosen_anim, self.attack_range, MON_CVAR(zombie, attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
+
+                       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 * MON_CVAR(zombie, attack_leap_speed) + '0 0 200', MON_CVAR(zombie, attack_leap_delay));
+                       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() 
+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; }
+
+       if(!monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
 }
 
 float m_zombie(float req)
@@ -150,44 +146,39 @@ float m_zombie(float 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);
+                       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;
-                       monsters_setframe((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
+                       self.frame = ((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.health) self.health = (autocvar_g_monster_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.frame = 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:
+               case MR_PRECACHE:
                {
-                       MON_CONFIG_SETTINGS(ZOMBIE_SETTINGS(zombie))
+                       precache_model ("models/monsters/zombie.dpm");
                        return TRUE;
                }
        }
-       
+
        return TRUE;
 }
 
@@ -197,18 +188,13 @@ float m_zombie(float req)
 {
        switch(req)
        {
-               case MR_DEATH:
-               {
-                       // nothing
-                       return TRUE;
-               }
-               case MR_INIT:
+               case MR_PRECACHE:
                {
                        precache_model ("models/monsters/zombie.dpm");
                        return TRUE;
                }
        }
-       
+
        return TRUE;
 }