float autocvar_g_monster_spider_attack_web_speed;
float autocvar_g_monster_spider_attack_web_speed_up;
float autocvar_g_monster_spider_attack_web_delay;
+float autocvar_g_monster_spider_attack_web_range = 800;
float autocvar_g_monster_spider_attack_bite_damage;
float autocvar_g_monster_spider_attack_bite_delay;
TC(SpiderAttack, thiswep);
bool isPlayer = IS_PLAYER(actor);
if (fire & 1)
- if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
+ if ((!isPlayer && time >= actor.spider_web_delay) || (isPlayer && weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay))) {
if (!isPlayer) {
- actor.spider_web_delay = time + 3;
+ actor.spider_web_delay = time + autocvar_g_monster_spider_attack_web_delay;
setanim(actor, actor.anim_shoot, true, true, true);
- actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
- actor.anim_finished = time + 1;
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
}
if (isPlayer) actor.enemy = Monster_FindTarget(actor);
W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
}
case MONSTER_ATTACK_RANGED:
{
- wep.wr_think(wep, actor, weaponentity, 1);
- return true;
+ if(vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_spider_attack_web_range))
+ {
+ wep.wr_think(wep, actor, weaponentity, 1);
+ return true;
+ }
}
}
METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Spider, this);
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+ actor.pain_finished = actor.animstate_endtime;
return damage_take;
}
METHOD(Spider, mr_death, bool(Spider this, entity actor))
{
TC(Spider, this);
- setanim(actor, actor.anim_melee, false, true, true);
- actor.angles_x = 180;
+ setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
return true;
}
#endif
{
TC(Spider, this);
vector none = '0 0 0';
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '1 1 1', none);
+ actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+ actor.anim_die1 = animfixfps(actor, '1 1 1', none);
+ actor.anim_die2 = animfixfps(actor, '2 1 1', none);
+ actor.anim_shoot = animfixfps(actor, '3 1 1', none);
+ //actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
+ actor.anim_idle = animfixfps(actor, '5 1 1', none);
+ //actor.anim_sight = animfixfps(actor, '6 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '7 1 1', none);
+ actor.anim_pain2 = animfixfps(actor, '8 1 1', none);
+ //actor.anim_pain3 = animfixfps(actor, '9 1 1', none);
+ actor.anim_walk = animfixfps(actor, '10 1 1', none);
+ actor.anim_run = animfixfps(actor, '10 1 1', none); // temp?
+ //actor.anim_forwardright = animfixfps(actor, '11 1 1', none);
+ //actor.anim_walkright = animfixfps(actor, '12 1 1', none);
+ //actor.anim_walkbackright = animfixfps(actor, '13 1 1', none);
+ //actor.anim_walkback = animfixfps(actor, '14 1 1', none);
+ //actor.anim_walkbackleft = animfixfps(actor, '15 1 1', none);
+ //actor.anim_walkleft = animfixfps(actor, '16 1 1', none);
+ //actor.anim_forwardleft = animfixfps(actor, '17 1 1', none);
return true;
}
#endif