4 #include <common/mutators/base.qh>
9 .float spider_web_delay;
11 float autocvar_g_monster_spider_attack_web_damagetime;
12 float autocvar_g_monster_spider_attack_web_speed;
13 float autocvar_g_monster_spider_attack_web_speed_up;
14 float autocvar_g_monster_spider_attack_web_delay;
15 float autocvar_g_monster_spider_attack_web_range = 800;
17 float autocvar_g_monster_spider_attack_bite_damage;
18 float autocvar_g_monster_spider_attack_bite_delay;
20 void M_Spider_Attack_Web(entity this);
22 REGISTER_MUTATOR(spiderweb, true);
24 MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics_UpdateStats)
26 entity player = M_ARGV(0, entity);
28 if(StatusEffects_active(STATUSEFFECT_Webbed, player))
29 STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
32 MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
34 entity mon = M_ARGV(0, entity);
36 if(StatusEffects_active(STATUSEFFECT_Webbed, mon))
38 M_ARGV(1, float) *= 0.5; // run speed
39 M_ARGV(2, float) *= 0.5; // walk speed
43 SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
44 METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
46 TC(SpiderAttack, thiswep);
47 bool isPlayer = IS_PLAYER(actor);
49 if ((!isPlayer && time >= actor.spider_web_delay) || (isPlayer && weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay))) {
51 actor.spider_web_delay = time + autocvar_g_monster_spider_attack_web_delay;
52 setanim(actor, actor.anim_shoot, true, true, true);
53 if(actor.animstate_endtime > time)
54 actor.anim_finished = actor.animstate_endtime;
56 actor.anim_finished = time + 1;
57 actor.attack_finished_single[0] = actor.anim_finished + 0.2;
59 if (isPlayer) actor.enemy = Monster_FindTarget(actor);
60 monster_makevectors(actor, actor.enemy);
61 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
62 if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
63 M_Spider_Attack_Web(actor);
64 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
68 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
70 actor.enemy = Monster_FindTarget(actor);
71 actor.attack_range = 60;
73 Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? actor.anim_melee : actor.anim_shoot), actor.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
74 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
78 float autocvar_g_monster_spider_health;
79 float autocvar_g_monster_spider_damageforcescale = 0.6;
80 float autocvar_g_monster_spider_speed_stop;
81 float autocvar_g_monster_spider_speed_run;
82 float autocvar_g_monster_spider_speed_walk;
84 void M_Spider_Attack_Web_Explode(entity this)
88 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
89 RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL);
91 FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterdef != MON_SPIDER,
93 StatusEffects_apply(STATUSEFFECT_Webbed, it, time + autocvar_g_monster_spider_attack_web_damagetime, 0);
100 void M_Spider_Attack_Web_Explode_use(entity this, entity actor, entity trigger)
102 M_Spider_Attack_Web_Explode(this);
105 void M_Spider_Attack_Web_Touch(entity this, entity toucher)
107 PROJECTILE_TOUCH(this, toucher);
109 M_Spider_Attack_Web_Explode(this);
112 void M_Spider_Attack_Web(entity this)
114 sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
116 entity proj = new(plasma);
117 proj.owner = proj.realowner = this;
118 proj.use = M_Spider_Attack_Web_Explode_use;
119 setthink(proj, adaptor_think2use_hittype_splash);
120 proj.bot_dodge = true;
121 proj.bot_dodgerating = 0;
122 proj.nextthink = time + 5;
123 PROJECTILE_MAKETRIGGER(proj);
124 proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
125 setorigin(proj, CENTER_OR_VIEWOFS(this));
127 //proj.glow_size = 50;
128 //proj.glow_color = 45;
129 set_movetype(proj, MOVETYPE_BOUNCE);
130 W_SetupProjVelocity_Explicit(proj, v_forward, v_up, (autocvar_g_monster_spider_attack_web_speed), (autocvar_g_monster_spider_attack_web_speed_up), 0, 0, false);
131 settouch(proj, M_Spider_Attack_Web_Touch);
132 setsize(proj, '-4 -4 -4', '4 4 4');
133 proj.takedamage = DAMAGE_NO;
134 proj.damageforcescale = 0;
135 SetResourceExplicit(proj, RES_HEALTH, 500);
136 proj.event_damage = func_null;
137 proj.flags = FL_PROJECTILE;
138 IL_PUSH(g_projectiles, proj);
139 IL_PUSH(g_bot_dodge, proj);
140 proj.damagedbycontents = true;
141 IL_PUSH(g_damagedbycontents, proj);
143 proj.bouncefactor = 0.3;
144 proj.bouncestop = 0.05;
145 proj.missile_flags = MIF_SPLASH | MIF_ARC;
147 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
150 bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
152 Weapon wep = WEP_SPIDER_ATTACK;
155 case MONSTER_ATTACK_MELEE:
157 wep.wr_think(wep, actor, weaponentity, 2);
160 case MONSTER_ATTACK_RANGED:
162 if(vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_spider_attack_web_range))
164 wep.wr_think(wep, actor, weaponentity, 1);
173 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER); }
177 METHOD(Spider, mr_think, bool(Spider this, entity actor))
183 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
186 setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
187 actor.pain_finished = actor.animstate_endtime;
191 METHOD(Spider, mr_death, bool(Spider this, entity actor))
194 setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
199 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
202 vector none = '0 0 0';
203 actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
204 actor.anim_die1 = animfixfps(actor, '1 1 1', none);
205 actor.anim_die2 = animfixfps(actor, '2 1 1', none);
206 actor.anim_shoot = animfixfps(actor, '3 1 1', none);
207 //actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
208 actor.anim_idle = animfixfps(actor, '5 1 1', none);
209 //actor.anim_sight = animfixfps(actor, '6 1 1', none);
210 actor.anim_pain1 = animfixfps(actor, '7 1 1', none);
211 actor.anim_pain2 = animfixfps(actor, '8 1 1', none);
212 //actor.anim_pain3 = animfixfps(actor, '9 1 1', none);
213 actor.anim_walk = animfixfps(actor, '10 1 1', none);
214 actor.anim_run = animfixfps(actor, '10 1 1', none); // temp?
215 //actor.anim_forwardright = animfixfps(actor, '11 1 1', none);
216 //actor.anim_walkright = animfixfps(actor, '12 1 1', none);
217 //actor.anim_walkbackright = animfixfps(actor, '13 1 1', none);
218 //actor.anim_walkback = animfixfps(actor, '14 1 1', none);
219 //actor.anim_walkbackleft = animfixfps(actor, '15 1 1', none);
220 //actor.anim_walkleft = animfixfps(actor, '16 1 1', none);
221 //actor.anim_forwardleft = animfixfps(actor, '17 1 1', none);
226 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
229 if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_spider_health);
230 if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
231 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
232 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
233 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
235 actor.monster_loot = ITEM_HealthMedium;
236 actor.monster_attackfunc = M_Spider_Attack;