X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fshambler.qc;h=0d134941b464d80755a38a0faf46402ace06ed71;hp=c287bda23cf93ca7fc9c74635f4ee2ae36b55c81;hb=17308b9ad60c2f773be0de39b811a9752e3037af;hpb=e175584f9680a06bb6f22e7e3a94ad98b094d394 diff --git a/qcsrc/common/monsters/monster/shambler.qc b/qcsrc/common/monsters/monster/shambler.qc index c287bda23..0d134941b 100644 --- a/qcsrc/common/monsters/monster/shambler.qc +++ b/qcsrc/common/monsters/monster/shambler.qc @@ -2,7 +2,7 @@ #define SHAMBLER_H #ifndef MENUQC -MODEL(MON_SHAMBLER, "models/monsters/shambler.mdl"); +MODEL(MON_SHAMBLER, M_Model("shambler.mdl")); #endif CLASS(Shambler, Monster) @@ -18,7 +18,7 @@ ENDCLASS(Shambler) REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) { #ifndef MENUQC - MON_ACTION(this, MR_PRECACHE); + this.mr_precache(this); #endif } @@ -57,113 +57,113 @@ const float shambler_anim_death = 8; .float shambler_lastattack; // delay attacks separately -void M_Shambler_Attack_Smash() -{SELFPARAM(); - makevectors(self.angles); - Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1); - sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); +void M_Shambler_Attack_Smash(entity this) +{ + makevectors(this.angles); + Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1); + sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM); // RadiusDamage does NOT support custom starting location, which means we must use this hack... - tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self); + tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, this); if(trace_ent.takedamage) - Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin)); + Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin)); } -void M_Shambler_Attack_Swing() -{SELFPARAM(); - float r = (random() < 0.5); - if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true)) - { - Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing); - self.attack_finished_single += 0.5; - self.anim_finished = self.attack_finished_single; - } +void M_Shambler_Attack_Swing(entity this) +{ + Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true); } -void M_Shambler_Attack_Lightning_Explode() -{SELFPARAM(); +#include + +void M_Shambler_Attack_Lightning_Explode(entity this) +{ entity head; - sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); - Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1); + sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM); + Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1); - self.event_damage = func_null; - self.takedamage = DAMAGE_NO; - self.movetype = MOVETYPE_NONE; - self.velocity = '0 0 0'; + this.event_damage = func_null; + this.takedamage = DAMAGE_NO; + this.movetype = MOVETYPE_NONE; + this.velocity = '0 0 0'; - if(self.movetype == MOVETYPE_NONE) - self.velocity = self.oldvelocity; + if(this.movetype == MOVETYPE_NONE) + this.velocity = this.oldvelocity; - RadiusDamage (self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, world, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other); + RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, world, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, other); - for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage) + for(head = findradius(this.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != this.realowner) if(head.takedamage) { - te_csqc_lightningarc(self.origin, head.origin); - Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0'); + te_csqc_lightningarc(this.origin, head.origin); + Damage(head, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, head.origin, '0 0 0'); } - self.think = SUB_Remove; - self.nextthink = time + 0.2; + setthink(this, SUB_Remove); + this.nextthink = time + 0.2; +} + +void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger) +{ + M_Shambler_Attack_Lightning_Explode(this); } -void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) -{SELFPARAM(); - if (self.health <= 0) +void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force) +{ + if (this.health <= 0) return; - if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions + if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt - self.health = self.health - damage; + this.health = this.health - damage; - if (self.health <= 0) - W_PrepareExplosionByDamage(attacker, self.use); + if (this.health <= 0) + W_PrepareExplosionByDamage(this, attacker, adaptor_think2use); } -void M_Shambler_Attack_Lightning_Touch() -{SELFPARAM(); - PROJECTILE_TOUCH; +void M_Shambler_Attack_Lightning_Touch(entity this) +{ + PROJECTILE_TOUCH(this); - self.use (); + this.use(this, NULL, NULL); } -void M_Shambler_Attack_Lightning_Think() -{SELFPARAM(); - self.nextthink = time; - if (time > self.cnt) +void M_Shambler_Attack_Lightning_Think(entity this) +{ + this.nextthink = time; + if (time > this.cnt) { other = world; - M_Shambler_Attack_Lightning_Explode(); + M_Shambler_Attack_Lightning_Explode(this); return; } } -void M_Shambler_Attack_Lightning() -{SELFPARAM(); +void M_Shambler_Attack_Lightning(entity this) +{ entity gren; - monster_makevectors(self.enemy); + monster_makevectors(this, this.enemy); - gren = spawn (); - gren.owner = gren.realowner = self; - gren.classname = "grenade"; + gren = new(grenade); + gren.owner = gren.realowner = this; gren.bot_dodge = true; gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage); gren.movetype = MOVETYPE_BOUNCE; PROJECTILE_MAKETRIGGER(gren); - gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP; - setorigin(gren, CENTER_OR_VIEWOFS(self)); + gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id; + setorigin(gren, CENTER_OR_VIEWOFS(this)); setsize(gren, '-8 -8 -8', '8 8 8'); gren.scale = 2.5; gren.cnt = time + 5; gren.nextthink = time; - gren.think = M_Shambler_Attack_Lightning_Think; - gren.use = M_Shambler_Attack_Lightning_Explode; - gren.touch = M_Shambler_Attack_Lightning_Touch; + setthink(gren, M_Shambler_Attack_Lightning_Think); + gren.use = M_Shambler_Attack_Lightning_Explode_use; + settouch(gren, M_Shambler_Attack_Lightning_Touch); gren.takedamage = DAMAGE_YES; gren.health = 50; @@ -179,39 +179,43 @@ void M_Shambler_Attack_Lightning() CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true); } -float M_Shambler_Attack(float attack_type) -{SELFPARAM(); +.int state; + +bool M_Shambler_Attack(int attack_type, entity actor, entity targ) +{ switch(attack_type) { case MONSTER_ATTACK_MELEE: { - M_Shambler_Attack_Swing(); + int swing_cnt = bound(1, floor(random() * 4), 3); + Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing); + actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay return true; } case MONSTER_ATTACK_RANGED: { - float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin); + float randomness = random(); - if(time >= self.shambler_lastattack) // shambler doesn't attack much - if(self.flags & FL_ONGROUND) - if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range) + if(time >= actor.shambler_lastattack) // shambler doesn't attack much + if(IS_ONGROUND(actor)) + if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range)) { - setanim(self, self.anim_melee2, true, true, false); - Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash); - self.attack_finished_single = time + 1.1; - self.anim_finished = time + 1.1; - self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack - self.shambler_lastattack = time + 3 + random() * 1.5; + setanim(actor, actor.anim_melee2, true, true, false); + Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash); + actor.attack_finished_single[0] = time + 1.1; + actor.anim_finished = time + 1.1; + actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack + actor.shambler_lastattack = time + 3 + random() * 1.5; return true; } - else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed + else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_shambler_attack_smash_range * 1.5)) // small chance, don't want this spammed { - setanim(self, self.anim_shoot, true, true, false); - self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general - self.attack_finished_single = time + 1.1; - self.anim_finished = 1.1; - self.shambler_lastattack = time + 3 + random() * 1.5; - Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning); + setanim(actor, actor.anim_shoot, true, true, false); + actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general + actor.attack_finished_single[0] = time + 1.1; + actor.anim_finished = 1.1; + actor.shambler_lastattack = time + 3 + random() * 1.5; + Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning); return true; } @@ -222,71 +226,77 @@ float M_Shambler_Attack(float attack_type) return false; } -void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); } +spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); } #endif // SVQC - #ifdef SVQC - METHOD(Shambler, mr_think, bool(Shambler thismon)) - { - return true; - } - METHOD(Shambler, mr_pain, bool(Shambler thismon)) - { - SELFPARAM(); - self.pain_finished = time + 0.5; - setanim(self, self.anim_pain1, true, true, false); - return true; - } - METHOD(Shambler, mr_death, bool(Shambler thismon)) - { - SELFPARAM(); - setanim(self, self.anim_die1, false, true, true); - return true; - } - #endif - #ifndef MENUQC - METHOD(Shambler, mr_anim, bool(Shambler thismon)) - { - SELFPARAM(); - vector none = '0 0 0'; - self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds - self.anim_walk = animfixfps(self, '1 1 1', none); - self.anim_idle = animfixfps(self, '0 1 1', none); - self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds - self.anim_melee1 = animfixfps(self, '3 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, '5 1 5', none); // analyze models and set framerate - self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate - self.anim_run = animfixfps(self, '2 1 1', none); +#ifdef SVQC +METHOD(Shambler, mr_think, bool(Shambler this, entity actor)) +{ + TC(Shambler, this); + return true; +} - return true; - } - #endif - #ifdef SVQC - METHOD(Shambler, mr_setup, bool(Shambler thismon)) - { - SELFPARAM(); - if(!self.health) self.health = (autocvar_g_monster_shambler_health); - if(!self.attack_range) self.attack_range = 150; - if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); } - if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); } - if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); } - if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); } - - self.monster_loot = spawnfunc_item_health_mega; - self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX - - setanim(self, self.anim_shoot, false, true, true); - self.spawn_time = self.animstate_endtime; - self.spawnshieldtime = self.spawn_time; - self.monster_attackfunc = M_Shambler_Attack; +METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype)) +{ + TC(Shambler, this); + actor.pain_finished = time + 0.5; + setanim(actor, actor.anim_pain1, true, true, false); + return damage_take; +} - return true; - } - METHOD(Shambler, mr_precache, bool(Shambler thismon)) - { - return true; - } - #endif +METHOD(Shambler, mr_death, bool(Shambler this, entity actor)) +{ + TC(Shambler, this); + setanim(actor, actor.anim_die1, false, true, true); + return true; +} +#endif +#ifndef MENUQC +METHOD(Shambler, mr_anim, bool(Shambler this, entity actor)) +{ + TC(Shambler, this); + vector none = '0 0 0'; + actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds + actor.anim_walk = animfixfps(actor, '1 1 1', none); + actor.anim_idle = animfixfps(actor, '0 1 1', none); + actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds + actor.anim_melee1 = animfixfps(actor, '3 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, '5 1 5', none); // analyze models and set framerate + actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate + actor.anim_run = animfixfps(actor, '2 1 1', none); + return true; +} +#endif +#ifdef SVQC +spawnfunc(item_health_mega); +.float animstate_endtime; +METHOD(Shambler, mr_setup, bool(Shambler this, entity actor)) +{ + TC(Shambler, this); + if(!actor.health) actor.health = (autocvar_g_monster_shambler_health); + if(!actor.attack_range) actor.attack_range = 150; + if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); } + if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); } + if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); } + if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); } + + actor.monster_loot = spawnfunc_item_health_mega; + actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX + + setanim(actor, actor.anim_shoot, false, true, true); + actor.spawn_time = actor.animstate_endtime; + actor.spawnshieldtime = actor.spawn_time; + actor.monster_attackfunc = M_Shambler_Attack; + + return true; +} + +METHOD(Shambler, mr_precache, bool(Shambler this)) +{ + TC(Shambler, this); + return true; +} +#endif #endif