]> 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 e68b7ff5424334b8c979f2c8b6141e2321cda032..fd270a1e1efaf2142ecea7a7fd0475b38c7ccae5 100644 (file)
@@ -2,7 +2,7 @@
 #define ZOMBIE_H
 
 #ifndef MENUQC
-MODEL(MON_ZOMBIE, "models/monsters/zombie.dpm");
+MODEL(MON_ZOMBIE, M_Model("zombie.dpm"));
 #endif
 
 CLASS(Zombie, Monster)
@@ -75,160 +75,164 @@ 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);
        }
 }
 
-void M_Zombie_Defend_Block_End()
-{SELFPARAM();
-       if(self.health <= 0)
+void M_Zombie_Defend_Block_End(entity this)
+{
+       if(this.health <= 0)
                return;
 
-       setanim(self, self.anim_blockend, false, true, true);
-       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+       setanim(this, this.anim_blockend, false, true, true);
+       this.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-float M_Zombie_Defend_Block()
-{SELFPARAM();
-       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);
+bool M_Zombie_Defend_Block(entity this)
+{
+       this.armorvalue = 0.9;
+       this.state = MONSTER_ATTACK_MELEE; // freeze monster
+       this.attack_finished_single[0] = time + 2.1;
+       this.anim_finished = this.attack_finished_single[0];
+       setanim(this, this.anim_blockstart, false, true, true);
 
-       Monster_Delay(1, 0, 2, M_Zombie_Defend_Block_End);
+       Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End);
 
        return true;
 }
 
-float M_Zombie_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
+{
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
-                               return M_Zombie_Defend_Block();
+                       if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10)
+                               return M_Zombie_Defend_Block(actor);
 
-                       float rand = random();
+                       float anim_chance = random();
                        vector chosen_anim;
 
-                       if(rand < 0.33)
-                               chosen_anim = self.anim_melee1;
-                       else if(rand < 0.66)
-                               chosen_anim = self.anim_melee2;
+                       if(anim_chance < 0.33)
+                               chosen_anim = actor.anim_melee1;
+                       else if(anim_chance < 0.66)
+                               chosen_anim = actor.anim_melee2;
                        else
-                               chosen_anim = self.anim_melee3;
+                               chosen_anim = actor.anim_melee3;
 
-                       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.m_id, true);
+                       return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       makevectors(self.angles);
-                       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));
+                       makevectors(actor.angles);
+                       return Monster_Attack_Leap(actor, actor.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;
 }
 
-spawnfunc(monster_zombie) { Monster_Spawn(MON_ZOMBIE.monsterid); }
+spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
 #endif // SVQC
 
-               #ifdef SVQC
-               METHOD(Zombie, mr_think, bool(Zombie thismon))
-               {
-                       SELFPARAM();
-                       if(time >= self.spawn_time)
-                               self.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
-                       return true;
-               }
-               METHOD(Zombie, mr_pain, bool(Zombie thismon))
-               {
-                       SELFPARAM();
-                       self.pain_finished = time + 0.34;
-                       setanim(self, ((random() > 0.5) ? self.anim_pain1 : self.anim_pain2), true, true, false);
-                       return true;
-               }
-               METHOD(Zombie, mr_death, bool(Zombie thismon))
-               {
-                       SELFPARAM();
-                       self.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(self, ((random() > 0.5) ? self.anim_die1 : self.anim_die2), false, true, true);
-                       return true;
-               }
-               #endif
-               #ifndef MENUQC
-               METHOD(Zombie, mr_anim, bool(Zombie thismon))
-               {
-                       SELFPARAM();
-                       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
-               METHOD(Zombie, mr_setup, bool(Zombie thismon))
-               {
-                       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); }
+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;
+}
 
-                       if(self.spawnflags & MONSTERFLAG_NORESPAWN)
-                               self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
+METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
+{
+    TC(Zombie, this);
+    actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
 
-                       self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+    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); }
 
-                       self.monster_loot = spawnfunc_item_health_medium;
-                       self.monster_attackfunc = M_Zombie_Attack;
-                       self.spawnshieldtime = self.spawn_time;
-                       self.respawntime = 0.2;
-                       self.damageforcescale = 0.0001; // no push while spawning
+    if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
+        actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
 
-                       setanim(self, self.anim_spawn, false, true, true);
-                       self.spawn_time = self.animstate_endtime;
+    actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
 
-                       return true;
-               }
-               METHOD(Zombie, mr_precache, bool(Zombie thismon))
-               {
-                       return true;
-               }
-               #endif
+    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
+
+    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