]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/shambler.qc
Merge breaking changes for 0.8.5 into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / shambler.qc
diff --git a/qcsrc/common/monsters/monster/shambler.qc b/qcsrc/common/monsters/monster/shambler.qc
deleted file mode 100644 (file)
index 789b7af..0000000
+++ /dev/null
@@ -1,264 +0,0 @@
-#include "shambler.qh"
-
-#ifdef SVQC
-float autocvar_g_monster_shambler_health;
-float autocvar_g_monster_shambler_damageforcescale = 0.1;
-float autocvar_g_monster_shambler_attack_smash_damage;
-float autocvar_g_monster_shambler_attack_smash_range;
-float autocvar_g_monster_shambler_attack_claw_damage;
-float autocvar_g_monster_shambler_attack_lightning_damage;
-float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
-float autocvar_g_monster_shambler_attack_lightning_force;
-float autocvar_g_monster_shambler_attack_lightning_radius;
-float autocvar_g_monster_shambler_attack_lightning_radius_zap;
-float autocvar_g_monster_shambler_attack_lightning_speed;
-float autocvar_g_monster_shambler_attack_lightning_speed_up;
-float autocvar_g_monster_shambler_speed_stop;
-float autocvar_g_monster_shambler_speed_run;
-float autocvar_g_monster_shambler_speed_walk;
-
-/*
-const float shambler_anim_stand                = 0;
-const float shambler_anim_walk         = 1;
-const float shambler_anim_run          = 2;
-const float shambler_anim_smash                = 3;
-const float shambler_anim_swingr       = 4;
-const float shambler_anim_swingl       = 5;
-const float shambler_anim_magic                = 6;
-const float shambler_anim_pain         = 7;
-const float shambler_anim_death                = 8;
-*/
-
-.float shambler_lastattack; // delay attacks separately
-
-void M_Shambler_Attack_Smash(entity this)
-{
-       makevectors(this.angles);
-       Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
-       sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
-
-       // RadiusDamage does NOT support custom starting location, which means we must use this hack...
-
-       tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, this);
-
-       if(trace_ent.takedamage)
-               Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
-}
-
-void M_Shambler_Attack_Swing(entity this)
-{
-       Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true);
-}
-
-#include <common/effects/qc/_mod.qh>
-
-void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
-{
-       sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
-       Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
-
-       this.event_damage = func_null;
-       this.takedamage = DAMAGE_NO;
-       set_movetype(this, MOVETYPE_NONE);
-       this.velocity = '0 0 0';
-
-       if(this.move_movetype == MOVETYPE_NONE)
-               this.velocity = this.oldvelocity;
-
-       RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
-                                       NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
-
-       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
-       {
-               te_csqc_lightningarc(this.origin, it.origin);
-               Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, DMG_NOWEP, it.origin, '0 0 0');
-       });
-
-       setthink(this, SUB_Remove);
-       this.nextthink = time + 0.2;
-}
-
-void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
-{
-       M_Shambler_Attack_Lightning_Explode(this, trigger);
-}
-
-void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
-{
-       if (GetResource(this, RES_HEALTH) <= 0)
-               return;
-
-       if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
-               return; // g_projectiles_damage says to halt
-
-       TakeResource(this, RES_HEALTH, damage);
-
-       if (GetResource(this, RES_HEALTH) <= 0)
-               W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
-}
-
-void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
-{
-       PROJECTILE_TOUCH(this, toucher);
-
-       this.use(this, NULL, toucher);
-}
-
-void M_Shambler_Attack_Lightning_Think(entity this)
-{
-       this.nextthink = time;
-       if (time > this.cnt)
-       {
-               M_Shambler_Attack_Lightning_Explode(this, NULL);
-               return;
-       }
-}
-
-void M_Shambler_Attack_Lightning(entity this)
-{
-       entity gren = new(grenade);
-       gren.owner = gren.realowner = this;
-       gren.bot_dodge = true;
-       gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
-       set_movetype(gren, MOVETYPE_BOUNCE);
-       PROJECTILE_MAKETRIGGER(gren);
-       gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
-       setorigin(gren, CENTER_OR_VIEWOFS(this));
-       setsize(gren, '-8 -8 -8', '8 8 8');
-       gren.scale = 2.5;
-
-       gren.cnt = time + 5;
-       gren.nextthink = time;
-       setthink(gren, M_Shambler_Attack_Lightning_Think);
-       gren.use = M_Shambler_Attack_Lightning_Explode_use;
-       settouch(gren, M_Shambler_Attack_Lightning_Touch);
-
-       gren.takedamage = DAMAGE_YES;
-       SetResourceExplicit(gren, RES_HEALTH, 50);
-       gren.damageforcescale = 0;
-       gren.event_damage = M_Shambler_Attack_Lightning_Damage;
-       gren.damagedbycontents = true;
-       IL_PUSH(g_damagedbycontents, gren);
-       gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_shambler_attack_lightning_speed), (autocvar_g_monster_shambler_attack_lightning_speed_up), 0, 0, false);
-
-       gren.angles = vectoangles (gren.velocity);
-       gren.flags = FL_PROJECTILE;
-       IL_PUSH(g_projectiles, gren);
-       IL_PUSH(g_bot_dodge, gren);
-
-       CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
-}
-
-.int state;
-
-bool M_Shambler_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
-{
-       switch(attack_type)
-       {
-               case MONSTER_ATTACK_MELEE:
-               {
-                       int swing_cnt = bound(1, floor(random() * 4), 3);
-                       Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
-                       actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
-                       return true;
-               }
-               case MONSTER_ATTACK_RANGED:
-               {
-                       float randomness = random();
-
-                       if(time >= actor.shambler_lastattack) // shambler doesn't attack much
-                       if(IS_ONGROUND(actor))
-                       if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range))
-                       {
-                               setanim(actor, actor.anim_melee2, true, true, false);
-                               Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
-                               actor.attack_finished_single[0] = time + 1.1;
-                               actor.anim_finished = time + 1.1;
-                               actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
-                               actor.shambler_lastattack = time + 3 + random() * 1.5;
-                               return true;
-                       }
-                       else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_shambler_attack_smash_range * 1.5)) // small chance, don't want this spammed
-                       {
-                               setanim(actor, actor.anim_shoot, true, true, false);
-                               actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
-                               actor.attack_finished_single[0] = time + 1.1;
-                               actor.anim_finished = 1.1;
-                               actor.shambler_lastattack = time + 3 + random() * 1.5;
-                               Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
-                               return true;
-                       }
-
-                       return false;
-               }
-       }
-
-       return false;
-}
-
-spawnfunc(monster_shambler) { Monster_Spawn(this, true, MON_SHAMBLER); }
-#endif // SVQC
-
-#ifdef SVQC
-METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
-{
-    TC(Shambler, this);
-    return true;
-}
-
-METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
-{
-    TC(Shambler, this);
-    actor.pain_finished = time + 0.5;
-    setanim(actor, actor.anim_pain1, true, true, false);
-    return damage_take;
-}
-
-METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
-{
-    TC(Shambler, this);
-    setanim(actor, actor.anim_die1, false, true, true);
-    return true;
-}
-#endif
-#ifdef GAMEQC
-METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
-{
-    TC(Shambler, this);
-    vector none = '0 0 0';
-    actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
-    actor.anim_walk = animfixfps(actor, '1 1 1', none);
-    actor.anim_idle = animfixfps(actor, '0 1 1', none);
-    actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
-    actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
-    actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
-    actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
-    actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
-    actor.anim_run = animfixfps(actor, '2 1 1', none);
-    return true;
-}
-#endif
-#ifdef SVQC
-.float animstate_endtime;
-METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
-{
-    TC(Shambler, this);
-    if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_shambler_health);
-    if(!actor.attack_range) actor.attack_range = 150;
-    if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
-    if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
-    if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
-    if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
-
-    actor.monster_loot = ITEM_HealthMega;
-    actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
-
-    setanim(actor, actor.anim_shoot, false, true, true);
-    actor.spawn_time = actor.animstate_endtime;
-    StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
-    actor.monster_attackfunc = M_Shambler_Attack;
-
-    return true;
-}
-#endif