float autocvar_g_monster_zombie_speed_run;
float autocvar_g_monster_zombie_speed_walk;
-/*
-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;
-*/
-
.vector moveto;
void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
{
- if (this.health <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
return;
vector angles_face;
void M_Zombie_Defend_Block_End(entity this)
{
- if(this.health <= 0)
+ if(GetResource(this, RES_HEALTH) <= 0)
return;
setanim(this, this.anim_blockend, false, true, true);
- this.armorvalue = autocvar_g_monsters_armor_blockpercent;
+ SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
}
bool M_Zombie_Defend_Block(entity this)
{
- this.armorvalue = 0.9;
+ SetResourceExplicit(this, RES_ARMOR, 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];
{
case MONSTER_ATTACK_MELEE:
{
- if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10)
+ if(random() < 0.3 && GetResource(actor, RES_HEALTH) < 75 && GetResource(actor.enemy, RES_HEALTH) > 10)
return M_Zombie_Defend_Block(actor);
float anim_chance = random();
return false;
}
-spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE.monsterid); }
+spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE); }
#endif // SVQC
#ifdef SVQC
{
TC(Zombie, this);
actor.pain_finished = time + 0.34;
- setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
+ if(time >= actor.spawn_time)
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
return damage_take;
}
METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
{
TC(Zombie, this);
- actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
+ SetResourceExplicit(actor, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
return true;
METHOD(Zombie, mr_setup, bool(Zombie this, entity actor))
{
TC(Zombie, this);
- if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
+ if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_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); }
actor.monster_loot = ITEM_HealthMedium;
actor.monster_attackfunc = M_Zombie_Attack;
- actor.spawnshieldtime = actor.spawn_time;
+ StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
actor.respawntime = 0.2;
actor.damageforcescale = 0.0001; // no push while spawning