Merge branch 'master' into Mario/monsters
authorMario <mario.mario@y7mail.com>
Fri, 29 Apr 2022 12:43:46 +0000 (22:43 +1000)
committerMario <mario.mario@y7mail.com>
Fri, 29 Apr 2022 12:43:46 +0000 (22:43 +1000)
17 files changed:
1  2 
qcsrc/client/csqcmodel_hooks.qc
qcsrc/client/weapons/projectile.qc
qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc
qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qh
qcsrc/common/mapobjects/func/breakable.qc
qcsrc/common/monsters/monster/golem.qc
qcsrc/common/monsters/monster/mage.qc
qcsrc/common/monsters/monster/spider.qc
qcsrc/common/monsters/monster/spider.qh
qcsrc/common/monsters/monster/zombie.qc
qcsrc/common/monsters/sv_monsters.qc
qcsrc/common/notifications/all.inc
qcsrc/common/turrets/sv_turrets.qc
qcsrc/menu/xonotic/util.qc
qcsrc/server/command/common.qc
qcsrc/server/world.qc
qcsrc/server/world.qh

Simple merge
Simple merge
index 2011a35982f30070ebb7058264d96a9bc8c0d17d,3c16e34e18dea1b1179760cadb65aea08c3a0ce9..f3da6b6782b72a532948654335bc0ed64f289b76
@@@ -2,8 -2,13 +2,11 @@@
  
  #include <common/mutators/base.qh>
  #define autocvar_g_invasion_point_limit cvar("g_invasion_point_limit")
 -int autocvar_g_invasion_teams;
  int autocvar_g_invasion_type;
 -bool autocvar_g_invasion_team_spawns;
  bool g_invasion;
+ IntrusiveList g_invasion_roundends;
+ IntrusiveList g_invasion_waves;
+ IntrusiveList g_invasion_spawns;
  void invasion_Initialize();
  
  REGISTER_MUTATOR(inv, false)
index 269630057329fe57652d5377e8acc9af98fa894d,0000000000000000000000000000000000000000..a9d9224dad59a66958caf4dd9ebdaa001138e405
mode 100644,000000..100644
--- /dev/null
@@@ -1,294 -1,0 +1,294 @@@
-     actor.spawnshieldtime = actor.spawn_time;
 +#include "golem.qh"
 +
 +#ifdef SVQC
 +float autocvar_g_monster_golem_health;
 +float autocvar_g_monster_golem_damageforcescale = 0.1;
 +float autocvar_g_monster_golem_attack_smash_damage;
 +float autocvar_g_monster_golem_attack_smash_force = 100;
 +float autocvar_g_monster_golem_attack_smash_range = 200;
 +float autocvar_g_monster_golem_attack_claw_damage;
 +float autocvar_g_monster_golem_attack_lightning_damage;
 +float autocvar_g_monster_golem_attack_lightning_damage_zap = 15;
 +float autocvar_g_monster_golem_attack_lightning_force;
 +float autocvar_g_monster_golem_attack_lightning_radius;
 +float autocvar_g_monster_golem_attack_lightning_radius_zap;
 +float autocvar_g_monster_golem_attack_lightning_speed;
 +float autocvar_g_monster_golem_attack_lightning_speed_up;
 +float autocvar_g_monster_golem_speed_stop;
 +float autocvar_g_monster_golem_speed_run;
 +float autocvar_g_monster_golem_speed_walk;
 +
 +/*
 +const float golem_anim_stand          = 0;
 +const float golem_anim_walk           = 1;
 +const float golem_anim_run            = 2;
 +const float golem_anim_smash          = 3;
 +const float golem_anim_swingr = 4;
 +const float golem_anim_swingl = 5;
 +const float golem_anim_magic          = 6;
 +const float golem_anim_pain           = 7;
 +const float golem_anim_death          = 8;
 +*/
 +
 +.float golem_lastattack; // delay attacks separately
 +
 +void M_Golem_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);
 +
 +      vector loc = this.origin + v_forward * 50;
 +
 +      entity dmgent = spawn();
 +      dmgent.owner = dmgent.realowner = this;
 +      setorigin(dmgent, loc);
 +      RadiusDamage (dmgent, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), (autocvar_g_monster_golem_attack_smash_damage * 0.5) * MONSTER_SKILLMOD(this), 
 +                                      autocvar_g_monster_golem_attack_smash_range, this, NULL, autocvar_g_monster_golem_attack_smash_force, DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, NULL);
 +      delete(dmgent);
 +}
 +
 +void M_Golem_Attack_Swing(entity this)
 +{
 +      Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_golem_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_GOLEM_CLAW.m_id, true);
 +}
 +
 +#include <common/effects/qc/_mod.qh>
 +
 +void M_Golem_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_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_radius),
 +                                      NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
 +
 +      FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
 +      {
 +              te_csqc_lightningarc(this.origin, it.origin);
 +              Damage(it, this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_ZAP.m_id, DMG_NOWEP, it.origin, '0 0 0');
 +      });
 +
 +      setthink(this, SUB_Remove);
 +      this.nextthink = time + 0.2;
 +}
 +
 +void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
 +{
 +      M_Golem_Attack_Lightning_Explode(this, trigger);
 +}
 +
 +void M_Golem_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_Golem_Attack_Lightning_Touch(entity this, entity toucher)
 +{
 +      PROJECTILE_TOUCH(this, toucher);
 +
 +      this.use(this, NULL, toucher);
 +}
 +
 +void M_Golem_Attack_Lightning_Think(entity this)
 +{
 +      this.nextthink = time;
 +      if (time > this.cnt)
 +      {
 +              M_Golem_Attack_Lightning_Explode(this, NULL);
 +              return;
 +      }
 +}
 +
 +void M_Golem_Attack_Lightning(entity this)
 +{
 +      entity gren;
 +
 +      monster_makevectors(this, this.enemy);
 +
 +      gren = new(grenade);
 +      gren.owner = gren.realowner = this;
 +      gren.bot_dodge = true;
 +      gren.bot_dodgerating = (autocvar_g_monster_golem_attack_lightning_damage);
 +      set_movetype(gren, MOVETYPE_BOUNCE);
 +      PROJECTILE_MAKETRIGGER(gren);
 +      gren.projectiledeathtype = DEATH_MONSTER_GOLEM_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_Golem_Attack_Lightning_Think);
 +      gren.use = M_Golem_Attack_Lightning_Explode_use;
 +      settouch(gren, M_Golem_Attack_Lightning_Touch);
 +
 +      gren.takedamage = DAMAGE_YES;
 +      SetResourceExplicit(gren, RES_HEALTH, 50);
 +      gren.damageforcescale = 0;
 +      gren.event_damage = M_Golem_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_golem_attack_lightning_speed), (autocvar_g_monster_golem_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_GOLEM_LIGHTNING, true);
 +}
 +
 +.int state;
 +
 +bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
 +{
 +      switch(attack_type)
 +      {
 +              case MONSTER_ATTACK_MELEE:
 +              {
 +                      setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true);
 +                      int swing_cnt = bound(1, floor(random() * 4), 3);
 +                      Monster_Delay(actor, swing_cnt, 0.5, M_Golem_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.golem_lastattack || !IS_ONGROUND(actor))
 +                              return false;
 +
 +                      if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
 +                      {
 +                              setanim(actor, actor.anim_melee1, false, true, true);
 +                              Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
 +                              if(actor.animstate_endtime > time)
 +                                      actor.anim_finished = actor.animstate_endtime;
 +                              else
 +                                      actor.anim_finished = time + 1.2;
 +                              actor.attack_finished_single[0] = actor.anim_finished + 0.2;
 +                              actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
 +                              actor.golem_lastattack = time + 3 + random() * 1.5;
 +                              return true;
 +                      }
 +                      else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_golem_attack_smash_range * 1.5)) // small chance, don't want this spammed
 +                      {
 +                              setanim(actor, actor.anim_melee2, 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.golem_lastattack = time + 3 + random() * 1.5;
 +                              Monster_Delay(actor, 1, 0.6, M_Golem_Attack_Lightning);
 +                              return true;
 +                      }
 +
 +                      return false;
 +              }
 +      }
 +
 +      return false;
 +}
 +
 +spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM); }
 +// compatibility
 +spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
 +#endif // SVQC
 +
 +#ifdef SVQC
 +METHOD(Golem, mr_think, bool(Golem this, entity actor))
 +{
 +    TC(Golem, this);
 +    return true;
 +}
 +
 +METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity attacker, float deathtype))
 +{
 +    TC(Golem, this);
 +    actor.pain_finished = time + 0.5;
 +    setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
 +    return damage_take;
 +}
 +
 +METHOD(Golem, mr_death, bool(Golem this, entity actor))
 +{
 +    TC(Golem, this);
 +    setanim(actor, actor.anim_die1, false, true, true);
 +    return true;
 +}
 +#endif
 +#ifdef GAMEQC
 +METHOD(Golem, mr_anim, bool(Golem this, entity actor))
 +{
 +    TC(Golem, this);
 +    vector none = '0 0 0';
 +    actor.anim_idle = animfixfps(actor, '0 1 1', none);
 +    actor.anim_walk = animfixfps(actor, '1 1 1', none);
 +    actor.anim_run = animfixfps(actor, '2 1 1', none);
 +    //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_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
 +    actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
 +    actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
 +    actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
 +    //actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
 +    //actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds
 +    //actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
 +    actor.anim_spawn = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
 +    actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
 +    //actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
 +    actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
 +    // dead2 16
 +    //actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
 +    //actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
 +    //actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds
 +    //actor.anim_dead3 = animfixfps(actor, '19 1 0.5', none); // 2 seconds
 +    //actor.anim_dead4 = animfixfps(actor, '20 1 0.5', none); // 2 seconds
 +    //actor.anim_dead5 = animfixfps(actor, '21 1 0.5', none); // 2 seconds
 +    //actor.anim_dead6 = animfixfps(actor, '22 1 0.5', none); // 2 seconds
 +    return true;
 +}
 +#endif
 +#ifdef SVQC
 +.float animstate_endtime;
 +METHOD(Golem, mr_setup, bool(Golem this, entity actor))
 +{
 +    TC(Golem, this);
 +    if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_golem_health);
 +    if(!actor.attack_range) actor.attack_range = 150;
 +    if(!actor.speed) { actor.speed = (autocvar_g_monster_golem_speed_walk); }
 +    if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_golem_speed_run); }
 +    if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_golem_speed_stop); }
 +    if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_golem_damageforcescale); }
 +
 +    actor.monster_loot = ITEM_HealthMega;
 +    actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
 +
 +    setanim(actor, actor.anim_spawn, false, true, true);
 +    actor.spawn_time = actor.animstate_endtime;
++    StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
 +    actor.monster_attackfunc = M_Golem_Attack;
 +
 +    return true;
 +}
 +#endif
index 70496905b43c98a3840a92079f99a3bb76ed3ae5,74a041b156c26784041019f6ee126c21658f920e..f307b8aa1da4d0972bc6c0ca38fe60db39b641c4
@@@ -350,23 -320,16 +349,16 @@@ void M_Mage_Attack_Teleport(entity this
        this.fixangle = true;
        this.velocity *= 0.5;
  
 -      this.attack_finished_single[0] = time + 0.2;
 +      this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
  }
  
- void M_Mage_Defend_Shield_Remove(entity this)
- {
-       this.effects &= ~(EF_ADDITIVE | EF_BLUE);
-       SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
- }
  void M_Mage_Defend_Shield(entity this)
  {
-       this.effects |= (EF_ADDITIVE | EF_BLUE);
+       StatusEffects_apply(STATUSEFFECT_Shield, this, time + autocvar_g_monster_mage_shield_time, 0);
        this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
        SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
-       this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
        setanim(this, this.anim_shoot, true, true, true);
 -      this.attack_finished_single[0] = time + 1;
 +      this.attack_finished_single[0] = time + 1; // give just a short cooldown on attacking
        this.anim_finished = time + 1;
  }
  
index da4da4eb48254dfe369a26a608ff1fd884038e1c,e3eaf6ecd1b5ea88706b1619bf51505026b8f809..244652ef95c6cf93b8f884a06dc67b06e4081e18
@@@ -1354,9 -1360,14 +1354,17 @@@ bool Monster_Spawn(entity this, bool ch
        else
                setmodel(this, mon.m_model);
  
 +      if(!this.monster_name || this.monster_name == "")
 +              this.monster_name = mon.monster_name;
 +
+       if(this.statuseffects && this.statuseffects.owner == this)
+       {
+               StatusEffects_clearall(this.statuseffects);
+               StatusEffects_update(this);
+       }
+       else
+               this.statuseffects = NULL;
        this.flags                              = FL_MONSTER;
        this.classname                  = "monster";
        this.takedamage                 = DAMAGE_AIM;
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge
Simple merge