X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fxonotic-data.pk3dir.git;a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fshambler.qc;fp=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fshambler.qc;h=0000000000000000000000000000000000000000;hp=789b7afe496a1a148f2894b80c1c5a1e7cbb22be;hb=f59fcf7b046a2f744e056a1cac8faaf0ee77e124;hpb=c363ffc6ee8bbfa8571b926f06642b5d817370fe diff --git a/qcsrc/common/monsters/monster/shambler.qc b/qcsrc/common/monsters/monster/shambler.qc deleted file mode 100644 index 789b7afe4..000000000 --- a/qcsrc/common/monsters/monster/shambler.qc +++ /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 - -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