// size const vector ZOMBIE_MIN = '-18 -18 -25'; const vector ZOMBIE_MAX = '18 18 47'; // model string ZOMBIE_MODEL = "models/monsters/zombie.dpm"; #ifdef SVQC // cvars float autocvar_g_monster_zombie; float autocvar_g_monster_zombie_stopspeed; float autocvar_g_monster_zombie_attack_leap_damage; float autocvar_g_monster_zombie_attack_leap_delay; float autocvar_g_monster_zombie_attack_leap_force; float autocvar_g_monster_zombie_attack_leap_speed; float autocvar_g_monster_zombie_attack_stand_damage; float autocvar_g_monster_zombie_attack_stand_delay; float autocvar_g_monster_zombie_health; float autocvar_g_monster_zombie_speed_walk; float autocvar_g_monster_zombie_speed_run; // animations const float zombie_anim_attackleap = 0; const float zombie_anim_attackrun1 = 1; const float zombie_anim_attackrun2 = 2; 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_blockstart = 8; const float zombie_anim_deathback1 = 9; const float zombie_anim_deathback2 = 10; const float zombie_anim_deathback3 = 11; const float zombie_anim_deathfront1 = 12; const float zombie_anim_deathfront2 = 13; const float zombie_anim_deathfront3 = 14; 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_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_runforward = 27; const float zombie_anim_runforwardleft = 28; const float zombie_anim_runforwardright = 29; const float zombie_anim_spawn = 30; void zombie_attack_standing() { 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; monsters_setframe(chosen_anim); self.attack_finished_single = time + autocvar_g_monster_zombie_attack_stand_delay; monster_melee(self.enemy, autocvar_g_monster_zombie_attack_stand_damage, 0.3, DEATH_MONSTER_ZOMBIE_MELEE, TRUE); } void zombie_attack_leap_touch () { if (self.health <= 0) return; vector angles_face; float bigdmg = autocvar_g_monster_zombie_attack_leap_damage * self.scale; if (monster_isvalidtarget(other, self)) { angles_face = vectoangles(self.moveto - self.origin); angles_face = normalize(angles_face) * autocvar_g_monster_zombie_attack_leap_force; Damage(other, self, self, bigdmg * monster_skill, DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face); self.touch = MonsterTouch; // instantly turn it off to stop damage spam } if(self.flags & FL_ONGROUND) self.touch = MonsterTouch; } float zombie_attack_ranged() { makevectors(self.angles); if(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 TRUE; return FALSE; } void zombie_think() { self.think = zombie_think; self.nextthink = time + self.ticrate; monster_move(autocvar_g_monster_zombie_speed_run, autocvar_g_monster_zombie_speed_walk, autocvar_g_monster_zombie_stopspeed, zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle); } void zombie_die () { Monster_CheckDropCvars ("zombie"); self.think = monster_dead_think; self.nextthink = time + self.ticrate; self.ltime = time + 5; monsters_setframe((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1); monster_hook_death(); // for post-death mods } void zombie_spawn() { if not(self.health) self.health = autocvar_g_monster_zombie_health * self.scale; self.classname = "monster_zombie"; self.nextthink = time + 2.1; self.think = zombie_think; self.checkattack = GenericCheckAttack; self.attack_melee = zombie_attack_standing; self.attack_ranged = zombie_attack_ranged; self.respawntime = 0.1; self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT; // always enabled for zombie monsters_setframe(zombie_anim_spawn); if not(self.monster_respawned) self.skin = rint(random() * 4); monster_setupsounds("zombie"); monster_hook_spawn(); // for post-spawn mods } void spawnfunc_monster_zombie() { if not(autocvar_g_monster_zombie) { remove(self); return; } self.monster_spawnfunc = spawnfunc_monster_zombie; if(Monster_CheckAppearFlags(self)) return; if not (monster_initialize( "Zombie", MONSTER_ZOMBIE, ZOMBIE_MIN, ZOMBIE_MAX, FALSE, zombie_die, zombie_spawn)) { remove(self); return; } } #endif //SVQC