]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/zombie.qc
Merge branch 'master' into Mario/balance
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / zombie.qc
index b522a9647e1f6ca6109b9f82731bb74ddae17301..fd270a1e1efaf2142ecea7a7fd0475b38c7ccae5 100644 (file)
@@ -75,26 +75,26 @@ const float zombie_anim_spawn                               = 30;
 
 .vector moveto;
 
-void M_Zombie_Attack_Leap_Touch()
-{SELFPARAM();
-       if (self.health <= 0)
+void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
+{
+       if (this.health <= 0)
                return;
 
        vector angles_face;
 
-       if(other.takedamage)
+       if(toucher.takedamage)
        {
-               angles_face = vectoangles(self.moveto - self.origin);
+               angles_face = vectoangles(this.moveto - this.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_SKILLMOD(self), DEATH_MONSTER_ZOMBIE_JUMP.m_id, other.origin, angles_face);
-               self.touch = Monster_Touch; // instantly turn it off to stop damage spam
-               self.state = 0;
+               Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, toucher.origin, angles_face);
+               settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
+               this.state = 0;
        }
 
        if (trace_dphitcontents)
        {
-               self.state = 0;
-               self.touch = Monster_Touch;
+               this.state = 0;
+               settouch(this, Monster_Touch);
        }
 }
 
@@ -154,76 +154,85 @@ bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
 spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
 #endif // SVQC
 
-               #ifdef SVQC
-               METHOD(Zombie, mr_think, bool(Zombie thismon, entity actor))
-               {
-                       if(time >= actor.spawn_time)
-                               actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
-                       return true;
-               }
-               METHOD(Zombie, mr_pain, bool(Zombie thismon, entity actor))
-               {
-                       actor.pain_finished = time + 0.34;
-                       setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
-                       return true;
-               }
-               METHOD(Zombie, mr_death, bool(Zombie thismon, entity actor))
-               {
-                       actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
+#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;
+}
 
-                       setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
-                       return true;
-               }
-               #endif
-               #ifndef MENUQC
-               METHOD(Zombie, mr_anim, bool(Zombie thismon, entity actor))
-               {
-                       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 thismon, entity actor))
-               {
-                       if(!actor.health) actor.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); }
+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;
+    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);
+    actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
 
-                       if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
-                               actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+    setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
+    return true;
+}
+#endif
+#ifndef MENUQC
+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(!actor.health) actor.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); }
 
-                       actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+    if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
+        actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
 
-                       actor.monster_loot = spawnfunc_item_health_medium;
-                       actor.monster_attackfunc = M_Zombie_Attack;
-                       actor.spawnshieldtime = actor.spawn_time;
-                       actor.respawntime = 0.2;
-                       actor.damageforcescale = 0.0001; // no push while spawning
+    actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
 
-                       setanim(actor, actor.anim_spawn, false, true, true);
-                       actor.spawn_time = actor.animstate_endtime;
+    actor.monster_loot = spawnfunc_item_health_medium;
+    actor.monster_attackfunc = M_Zombie_Attack;
+    actor.spawnshieldtime = actor.spawn_time;
+    actor.respawntime = 0.2;
+    actor.damageforcescale = 0.0001; // no push while spawning
 
-                       return true;
-               }
-               METHOD(Zombie, mr_precache, bool(Zombie thismon))
-               {
-                       return true;
-               }
-               #endif
+    setanim(actor, actor.anim_spawn, false, true, true);
+    actor.spawn_time = actor.animstate_endtime;
+
+    return true;
+}
+
+METHOD(Zombie, mr_precache, bool(Zombie this))
+{
+    TC(Zombie, this);
+    return true;
+}
+#endif
 
 #endif