4 float autocvar_g_monster_zombie_health;
5 float autocvar_g_monster_zombie_damageforcescale = 0.55;
6 float autocvar_g_monster_zombie_attack_melee_damage;
7 float autocvar_g_monster_zombie_attack_melee_delay;
8 float autocvar_g_monster_zombie_attack_leap_damage;
9 float autocvar_g_monster_zombie_attack_leap_force;
10 float autocvar_g_monster_zombie_attack_leap_speed;
11 float autocvar_g_monster_zombie_attack_leap_delay;
12 float autocvar_g_monster_zombie_speed_stop;
13 float autocvar_g_monster_zombie_speed_run;
14 float autocvar_g_monster_zombie_speed_walk;
18 void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
20 if (GetResource(this, RES_HEALTH) <= 0)
25 if(toucher.takedamage)
27 angles_face = vectoangles(this.moveto - this.origin);
28 angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
29 Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, DMG_NOWEP, toucher.origin, angles_face);
30 settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
34 if (trace_dphitcontents)
37 settouch(this, Monster_Touch);
41 void M_Zombie_Defend_Block_End(entity this)
43 if(GetResource(this, RES_HEALTH) <= 0)
46 setanim(this, this.anim_blockend, false, true, true);
47 SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
50 bool M_Zombie_Defend_Block(entity this)
52 SetResourceExplicit(this, RES_ARMOR, 0.9);
53 this.state = MONSTER_ATTACK_MELEE; // freeze monster
54 this.attack_finished_single[0] = time + 2.1;
55 this.anim_finished = this.attack_finished_single[0];
56 setanim(this, this.anim_blockstart, false, true, true);
58 Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End);
63 bool M_Zombie_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
67 case MONSTER_ATTACK_MELEE:
69 if(random() < 0.3 && GetResource(actor, RES_HEALTH) < 75 && GetResource(actor.enemy, RES_HEALTH) > 10)
70 return M_Zombie_Defend_Block(actor);
72 float anim_chance = random();
75 if(anim_chance < 0.33)
76 chosen_anim = actor.anim_melee1;
77 else if(anim_chance < 0.66)
78 chosen_anim = actor.anim_melee2;
80 chosen_anim = actor.anim_melee3;
82 return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
84 case MONSTER_ATTACK_RANGED:
86 makevectors(actor.angles);
87 return Monster_Attack_Leap(actor, actor.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
94 spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE); }
98 METHOD(Zombie, mr_think, bool(Zombie this, entity actor))
101 if(time >= actor.spawn_time)
102 actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
106 METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, entity attacker, float deathtype))
109 actor.pain_finished = time + 0.34;
110 if(time >= actor.spawn_time)
111 setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
115 METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
118 SetResourceExplicit(actor, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
120 setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
125 METHOD(Zombie, mr_anim, bool(Zombie this, entity actor))
128 vector none = '0 0 0';
129 actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
130 actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
131 actor.anim_spawn = animfixfps(actor, '30 1 3', none);
132 actor.anim_walk = animfixfps(actor, '27 1 1', none);
133 actor.anim_idle = animfixfps(actor, '19 1 1', none);
134 actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
135 actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
136 actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
137 actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
138 actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
139 actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
140 actor.anim_run = animfixfps(actor, '27 1 1', none);
141 actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
142 actor.anim_blockend = animfixfps(actor, '7 1 1', none);
147 METHOD(Zombie, mr_setup, bool(Zombie this, entity actor))
150 if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_zombie_health);
151 if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
152 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
153 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
155 if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
156 actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
158 actor.spawnflags &= ~MONSTERFLAG_APPEAR; // once it's appeared, it will respawn quickly, we don't want it to appear
160 actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
162 actor.monster_loot = ITEM_HealthMedium;
163 actor.monster_attackfunc = M_Zombie_Attack;
164 StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
165 actor.respawntime = 0.2;
166 actor.damageforcescale = 0.0001; // no push while spawning
168 setanim(actor, actor.anim_spawn, false, true, true);
169 actor.spawn_time = actor.animstate_endtime;