]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/commitdiff
Merge branch 'master' into Mario/monsters
authorMario <mario.mario@y7mail.com>
Mon, 29 Jun 2020 12:39:56 +0000 (22:39 +1000)
committerMario <mario.mario@y7mail.com>
Mon, 29 Jun 2020 12:39:56 +0000 (22:39 +1000)
94 files changed:
models/monsters/dragon.dpm [new file with mode: 0644]
models/monsters/dragon.dpm.framegroups [new file with mode: 0644]
models/monsters/golem.dpm [new file with mode: 0644]
models/monsters/golem.dpm.framegroups [new file with mode: 0644]
models/monsters/golem.dpm_0.sounds [new file with mode: 0644]
models/monsters/mage.dpm [deleted file]
models/monsters/mage.dpm.framegroups [deleted file]
models/monsters/nanomage.dpm [new file with mode: 0644]
models/monsters/nanomage.dpm.framegroups [new file with mode: 0644]
models/monsters/shambler.mdl [deleted file]
models/monsters/shambler.mdl.framegroups [deleted file]
models/monsters/shambler.mdl_0.sounds [deleted file]
models/monsters/spider.dpm
models/monsters/spider.dpm.framegroups
models/monsters/wizard.mdl [deleted file]
models/monsters/wizard.mdl.framegroups [deleted file]
monsters.cfg
qcsrc/client/csqcmodel_hooks.qc
qcsrc/client/weapons/projectile.qc
qcsrc/common/deathtypes/all.inc
qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qc
qcsrc/common/gamemodes/gamemode/invasion/sv_invasion.qh
qcsrc/common/mapinfo.qh
qcsrc/common/mapobjects/func/breakable.qc
qcsrc/common/models/all.inc
qcsrc/common/monsters/monster.qh
qcsrc/common/monsters/monster/_mod.inc
qcsrc/common/monsters/monster/_mod.qh
qcsrc/common/monsters/monster/golem.qc [new file with mode: 0644]
qcsrc/common/monsters/monster/golem.qh [new file with mode: 0644]
qcsrc/common/monsters/monster/mage.qc
qcsrc/common/monsters/monster/mage.qh
qcsrc/common/monsters/monster/shambler.qc [deleted file]
qcsrc/common/monsters/monster/shambler.qh [deleted file]
qcsrc/common/monsters/monster/spider.qc
qcsrc/common/monsters/monster/spider.qh
qcsrc/common/monsters/monster/wyvern.qc
qcsrc/common/monsters/monster/wyvern.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/common/turrets/sv_turrets.qh
qcsrc/common/turrets/turret/ewheel.qc
qcsrc/common/turrets/turret/walker.qc
qcsrc/common/weapons/projectiles.qh
qcsrc/menu/xonotic/dialog_monstertools.qc
qcsrc/menu/xonotic/util.qc
qcsrc/server/autocvars.qh
qcsrc/server/command/common.qc
qcsrc/server/g_world.qc
qcsrc/server/miscfunctions.qc
qcsrc/server/miscfunctions.qh
scripts/golem.shader [new file with mode: 0644]
scripts/nanomage.shader [new file with mode: 0644]
scripts/spider.shader [new file with mode: 0644]
sound/monsters/troll/death1.wav [new file with mode: 0644]
sound/monsters/troll/death2.wav [new file with mode: 0644]
sound/monsters/troll/death3.wav [new file with mode: 0644]
sound/monsters/troll/idle1.wav [new file with mode: 0644]
sound/monsters/troll/idle2.wav [new file with mode: 0644]
sound/monsters/troll/melee.wav [new file with mode: 0644]
sound/monsters/troll/pain1.wav [new file with mode: 0644]
sound/monsters/troll/pain2.wav [new file with mode: 0644]
sound/monsters/troll/sight.wav [new file with mode: 0644]
textures/glow_reflect.tga [new file with mode: 0644]
textures/golem.tga [new file with mode: 0644]
textures/golem_gloss.tga [new file with mode: 0644]
textures/golem_glow.tga [new file with mode: 0644]
textures/golem_norm.tga [new file with mode: 0644]
textures/golem_reflect.tga [new file with mode: 0644]
textures/golem_shirt.tga [new file with mode: 0644]
textures/mage.tga [deleted file]
textures/mage_glow.tga [deleted file]
textures/mage_pants.tga [deleted file]
textures/monsters/Dragon.tga [new file with mode: 0644]
textures/monsters/Dragon_Norm.tga [new file with mode: 0644]
textures/monsters/Dragon_Shirt.tga [new file with mode: 0644]
textures/monsters/Dragon_Spec.tga [new file with mode: 0644]
textures/nanomage.tga [new file with mode: 0644]
textures/nanomage_gloss.tga [new file with mode: 0644]
textures/nanomage_glow.tga [new file with mode: 0644]
textures/nanomage_norm.tga [new file with mode: 0644]
textures/nanomage_reflect.tga [new file with mode: 0644]
textures/nanomage_shirt.tga [new file with mode: 0644]
textures/spider.tga [new file with mode: 0644]
textures/spider_gloss.tga [new file with mode: 0644]
textures/spider_glow.tga [new file with mode: 0644]
textures/spider_norm.tga [new file with mode: 0644]
textures/spider_reflect.tga [new file with mode: 0644]
textures/spider_shirt.tga [new file with mode: 0644]
textures/spidertex.tga [deleted file]
textures/spidertex_glow.tga [deleted file]
textures/spidertex_pants.tga [deleted file]

diff --git a/models/monsters/dragon.dpm b/models/monsters/dragon.dpm
new file mode 100644 (file)
index 0000000..bbab196
Binary files /dev/null and b/models/monsters/dragon.dpm differ
diff --git a/models/monsters/dragon.dpm.framegroups b/models/monsters/dragon.dpm.framegroups
new file mode 100644 (file)
index 0000000..016c89e
--- /dev/null
@@ -0,0 +1,14 @@
+/*
+Generated framegroups file for Dragon
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 101 30 1 // dragon idle
+102 101 30 1 // dragon glide
+203 101 30 1 // dragon fly
+304 26 30 0 // dragon pain1
+330 26 30 0 // dragon pain2
+356 51 30 0 // dragon melee
+407 51 30 0 // dragon fireball
+458 101 30 1 // dragon dying
+559 26 30 0 // dragon dead
diff --git a/models/monsters/golem.dpm b/models/monsters/golem.dpm
new file mode 100644 (file)
index 0000000..8a3bf37
Binary files /dev/null and b/models/monsters/golem.dpm differ
diff --git a/models/monsters/golem.dpm.framegroups b/models/monsters/golem.dpm.framegroups
new file mode 100644 (file)
index 0000000..c6fa58f
--- /dev/null
@@ -0,0 +1,29 @@
+/*
+Generated framegroups file for golem
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 21 5 1 // golem idle
+22 61 30 1 // golem run
+83 21 30 1 // golem runangry
+104 36 30 1 // golem melee01
+140 36 30 1 // golem melee02
+176 61 30 1 // golem melee03
+237 61 30 1 // golem melee04
+298 21 30 0 // golem hit01
+319 21 30 0 // golem hit02
+340 21 30 0 // golem hit03
+361 21 30 0 // golem hit04
+382 61 30 0 // golem hithard
+443 101 30 0 // golem enrage
+544 61 30 0 // golem death01
+605 2 30 0 // golem dead01
+607 36 30 0 // golem death02
+643 2 30 0 // golem dead01
+645 46 30 0 // golem deathback
+691 2 30 0 // golem deadback
+693 2 30 0 // golem dead01
+695 2 30 0 // golem dead01
+697 2 30 0 // golem dead01
+699 2 30 0 // golem dead01
+701 2 30 0 // golem dead01
diff --git a/models/monsters/golem.dpm_0.sounds b/models/monsters/golem.dpm_0.sounds
new file mode 100644 (file)
index 0000000..7e16968
--- /dev/null
@@ -0,0 +1,8 @@
+//TAG: shambler
+//death sound/monsters/shambler/death 0
+sight sound/monsters/shambler/sight 0
+//ranged sound/monsters/shambler/ranged 0
+//melee sound/monsters/shambler/melee 0
+//pain sound/monsters/shambler/pain 0
+//spawn sound/monsters/shambler/spawn 0
+idle sound/monsters/shambler/idle 2
diff --git a/models/monsters/mage.dpm b/models/monsters/mage.dpm
deleted file mode 100644 (file)
index 2e50fb5..0000000
Binary files a/models/monsters/mage.dpm and /dev/null differ
diff --git a/models/monsters/mage.dpm.framegroups b/models/monsters/mage.dpm.framegroups
deleted file mode 100644 (file)
index 4a72c65..0000000
+++ /dev/null
@@ -1,11 +0,0 @@
-/*
-Generated framegroups file for mage
-Used by DarkPlaces to simulate frame groups in DPM models.
-*/
-
-1 31 30 1 // mage idle
-32 31 30 1 // mage walk
-63 16 30 1 // mage attack
-79 16 30 1 // mage hit
-95 31 30 0 // mage die
-126 31 60 1 // mage walk
diff --git a/models/monsters/nanomage.dpm b/models/monsters/nanomage.dpm
new file mode 100644 (file)
index 0000000..b7c44dd
Binary files /dev/null and b/models/monsters/nanomage.dpm differ
diff --git a/models/monsters/nanomage.dpm.framegroups b/models/monsters/nanomage.dpm.framegroups
new file mode 100644 (file)
index 0000000..9042da1
--- /dev/null
@@ -0,0 +1,18 @@
+/*
+Generated framegroups file for nanomage
+Used by DarkPlaces to simulate frame groups in DPM models.
+*/
+
+1 61 12 1 // nanomage idle
+62 9 10 1 // nanomage run
+71 71 30 0 // nanomage attack01
+142 43 30 0 // nanomage attack02
+185 61 30 0 // nanomage attack03
+246 101 30 0 // nanomage attack04
+347 11 30 0 // nanomage pain01
+358 16 30 0 // nanomage pain02
+374 31 30 0 // nanomage pain03
+405 86 30 0 // nanomage death01
+491 56 30 0 // nanomage death02
+547 2 1 0 // nanomage dead01
+549 2 1 0 // nanomage dead02
diff --git a/models/monsters/shambler.mdl b/models/monsters/shambler.mdl
deleted file mode 100644 (file)
index 2e23dfa..0000000
Binary files a/models/monsters/shambler.mdl and /dev/null differ
diff --git a/models/monsters/shambler.mdl.framegroups b/models/monsters/shambler.mdl.framegroups
deleted file mode 100644 (file)
index b003d56..0000000
+++ /dev/null
@@ -1 +0,0 @@
-1 16 10 1 // shambler stand\r18 11 10 1 // shambler walk\r31 5 10 1 // shambler run\r37 11 10 1 // shambler smash\r49 8 10 1 // shambler swing right\r58 8 10 1 // shambler swing left\r67 11 10 1 // shambler magic\r79 5 10 0 // shambler pain\r85 10 10 0 // shambler death
\ No newline at end of file
diff --git a/models/monsters/shambler.mdl_0.sounds b/models/monsters/shambler.mdl_0.sounds
deleted file mode 100644 (file)
index 7e16968..0000000
+++ /dev/null
@@ -1,8 +0,0 @@
-//TAG: shambler
-//death sound/monsters/shambler/death 0
-sight sound/monsters/shambler/sight 0
-//ranged sound/monsters/shambler/ranged 0
-//melee sound/monsters/shambler/melee 0
-//pain sound/monsters/shambler/pain 0
-//spawn sound/monsters/shambler/spawn 0
-idle sound/monsters/shambler/idle 2
index d0bc9ce5f27497de9dc3b1b4dfb9a04ea0e2daa6..b1e8d11e514e003e9b97f815785cd1603c6def11 100644 (file)
Binary files a/models/monsters/spider.dpm and b/models/monsters/spider.dpm differ
index 039a7c3caf466aa2be7e25d36106fec9329c4cd6..73d92e01fc664b399d6a59e613fee4d1533e89a0 100644 (file)
@@ -3,7 +3,21 @@ Generated framegroups file for spider
 Used by DarkPlaces to simulate frame groups in DPM models.
 */
 
-1 60 60 1 // spider idle
-61 41 120 1 // spider walk
-102 24 60 1 // spider attack
-125 10 60 1 // spider attack2
\ No newline at end of file
+1 51 30 0 // spider spiderbite
+52 51 30 0 // spider spiderdeath01
+103 51 30 0 // spider spiderdeath02
+154 11 30 0 // spider spiderfire01
+165 31 30 0 // spider spiderfire02
+196 51 5 1 // spider spideridle
+247 51 30 0 // spider spiderintimidate
+298 11 25 0 // spider spiderpain01
+309 11 25 0 // spider spiderpain02
+320 11 15 0 // spider spiderpain03
+331 101 30 1 // spider spiderwalkforward
+432 101 30 1 // spider spiderwalkforwardright
+533 101 30 1 // spider spiderwalkright
+634 101 30 1 // spider spiderwalkbackright
+735 101 30 1 // spider spiderwalkback
+836 101 30 1 // spider spiderwalkbackleft
+937 101 30 1 // spider spiderwalkleft
+1038 101 30 1 // spider spiderwalkforwardleft
diff --git a/models/monsters/wizard.mdl b/models/monsters/wizard.mdl
deleted file mode 100644 (file)
index b130ba0..0000000
Binary files a/models/monsters/wizard.mdl and /dev/null differ
diff --git a/models/monsters/wizard.mdl.framegroups b/models/monsters/wizard.mdl.framegroups
deleted file mode 100644 (file)
index c51109a..0000000
+++ /dev/null
@@ -1 +0,0 @@
-1 14 10 1 // wizard hover\r16 13 10 1 // wizard fly\r30 12 10 1 // wizard magic attack\r43 3 10 0 // wizard pain\r47 7 10 0 // wizard death
\ No newline at end of file
index ac6039041f5f3e98f492f8263ce48b6a490b901e..3727463491366b1ba8fcf59636e3cabb3f6a55d3 100644 (file)
@@ -15,7 +15,8 @@ set g_monster_zombie_speed_walk 300
 set g_monster_spider_attack_bite_damage 35
 set g_monster_spider_attack_bite_delay 1.5
 set g_monster_spider_attack_web_damagetime 7
-set g_monster_spider_attack_web_delay 1.5
+set g_monster_spider_attack_web_delay 3
+set g_monster_spider_attack_web_range 800
 set g_monster_spider_attack_web_speed 1300
 set g_monster_spider_attack_web_speed_up 150
 set g_monster_spider_damageforcescale 0.600000024
@@ -68,21 +69,22 @@ set g_monster_wyvern_speed_stop 300
 set g_monster_wyvern_speed_walk 120
 // }}}
 // {{{ #5: Shambler
-set g_monster_shambler_attack_claw_damage 60
-set g_monster_shambler_attack_lightning_damage 25
-set g_monster_shambler_attack_lightning_damage_zap 15
-set g_monster_shambler_attack_lightning_force 100
-set g_monster_shambler_attack_lightning_radius 50
-set g_monster_shambler_attack_lightning_radius_zap 250
-set g_monster_shambler_attack_lightning_speed 1000
-set g_monster_shambler_attack_lightning_speed_up 150
-set g_monster_shambler_attack_smash_damage 50
-set g_monster_shambler_attack_smash_range 0
-set g_monster_shambler_damageforcescale 0.100000001
-set g_monster_shambler_health 650
-set g_monster_shambler_speed_run 320
-set g_monster_shambler_speed_stop 300
-set g_monster_shambler_speed_walk 150
+set g_monster_golem_attack_claw_damage 60
+set g_monster_golem_attack_lightning_damage 25
+set g_monster_golem_attack_lightning_damage_zap 15
+set g_monster_golem_attack_lightning_force 100
+set g_monster_golem_attack_lightning_radius 50
+set g_monster_golem_attack_lightning_radius_zap 250
+set g_monster_golem_attack_lightning_speed 1000
+set g_monster_golem_attack_lightning_speed_up 150
+set g_monster_golem_attack_smash_damage 50
+set g_monster_golem_attack_smash_force 100
+set g_monster_golem_attack_smash_range 200
+set g_monster_golem_damageforcescale 0.100000001
+set g_monster_golem_health 650
+set g_monster_golem_speed_run 320
+set g_monster_golem_speed_stop 300
+set g_monster_golem_speed_walk 150
 // }}}
 
 // {{{ Misc
@@ -96,6 +98,7 @@ set g_monsters_drop_time 10
 set g_monsters_ignoretraces 1
 set g_monsters_lineofsight 1
 set g_monsters_owners 1
+set g_monsters_playerclip_collisions 0
 set g_monsters_teams 1
 set g_monsters_score_kill 0
 set g_monsters_score_spawned 0
@@ -105,6 +108,7 @@ set g_monsters_typefrag 1
 set g_monsters_target_range 2000
 set g_monsters_target_infront 0
 set g_monsters_target_infront_range 0.3
+set g_monsters_target_infront_2d 1
 set g_monsters_attack_range 120
 set g_monsters_respawn 1
 set g_monsters_respawn_delay 20
index 99456bd3ed03d129d2fb2ffc741e380e612f66ec..07e71132191d098057077661618b0f72ad0cf9a6 100644 (file)
 .int lodmodelindex0;
 .int lodmodelindex1;
 .int lodmodelindex2;
-void CSQCPlayer_LOD_Apply(entity this)
+void CSQCPlayer_LOD_Apply(entity this, bool isplayer)
 {
+       int detailreduction = ((isplayer) ? autocvar_cl_playerdetailreduction : autocvar_cl_modeldetailreduction);
+
        // LOD model loading
        if(this.lodmodelindex0 != this.modelindex)
        {
@@ -61,19 +63,19 @@ void CSQCPlayer_LOD_Apply(entity this)
        }
 
        // apply LOD
-       if(autocvar_cl_playerdetailreduction <= 0)
+       if(detailreduction <= 0)
        {
-               if(autocvar_cl_playerdetailreduction <= -2)
+               if(detailreduction <= -2)
                        this.modelindex = this.lodmodelindex2;
-               else if(autocvar_cl_playerdetailreduction <= -1)
+               else if(detailreduction <= -1)
                        this.modelindex = this.lodmodelindex1;
                else
                        this.modelindex = this.lodmodelindex0;
        }
        else
        {
-               float distance = vlen(this.origin - view_origin);
-               float f = (distance * current_viewzoom + 100.0) * autocvar_cl_playerdetailreduction;
+               float distance = vlen(((isplayer) ? this.origin : NearestPointOnBox(this, view_origin)) - view_origin); // TODO: perhaps it should just use NearestPointOnBox all the time, player hitbox can potentially be huge
+               float f = (distance * current_viewzoom + 100.0) * detailreduction;
                f *= 1.0 / bound(0.01, view_quality, 1);
                if(f > autocvar_cl_loddistance2)
                        this.modelindex = this.lodmodelindex2;
@@ -620,7 +622,7 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
        if((this.isplayermodel & ISPLAYER_MODEL) && this.drawmask) // this checks if it's a player MODEL!
        {
                CSQCPlayer_ModelAppearance_Apply(this, (this.isplayermodel & ISPLAYER_LOCAL));
-               CSQCPlayer_LOD_Apply(this);
+               CSQCPlayer_LOD_Apply(this, true);
 
                if(!isplayer)
                {
@@ -696,6 +698,8 @@ void CSQCModel_Hook_PreDraw(entity this, bool isplayer)
                        }
                }
        }
+       else
+               CSQCPlayer_LOD_Apply(this, false);
 
        CSQCModel_AutoTagIndex_Apply(this);
 
index fcdac111e401aedbbd01c54a14a82bf294179385..4b10f31bf08da0eaa70eeb033815cbe2990c8ec6 100644 (file)
@@ -323,7 +323,7 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                        HANDLE(SEEKER)             this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
 
                        HANDLE(MAGE_SPIKE)         this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
-                       HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+                       HANDLE(GOLEM_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
 
                        HANDLE(RAPTORBOMB)         this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
                        HANDLE(RAPTORBOMBLET)      this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
@@ -385,7 +385,7 @@ NET_HANDLE(ENT_CLIENT_PROJECTILE, bool isnew)
                                this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
                                this.bouncestop = WEP_CVAR(mortar, bouncestop);
                                break;
-                       case PROJECTILE_SHAMBLER_LIGHTNING:
+                       case PROJECTILE_GOLEM_LIGHTNING:
                                this.mins = '-8 -8 -8';
                                this.maxs = '8 8 8';
                                this.scale = 2.5;
index c11e5fedf0091dad5db74ea5772f3eed14f47c5e..aefb3e0653e273332fc9ae4989d56ac01c14ceb8 100644 (file)
@@ -12,9 +12,9 @@ REGISTER_DEATHTYPE(KILL,                    DEATH_SELF_SUICIDE,             NULL
 REGISTER_DEATHTYPE(LAVA,                    DEATH_SELF_LAVA,                DEATH_MURDER_LAVA,              "")
 REGISTER_DEATHTYPE(MIRRORDAMAGE,            DEATH_SELF_BETRAYAL,            NULL,                           "")
 REGISTER_DEATHTYPE(MONSTER_MAGE,            DEATH_SELF_MON_MAGE,            DEATH_MURDER_MONSTER,           "monster")
-REGISTER_DEATHTYPE(MONSTER_SHAMBLER_CLAW,   DEATH_SELF_MON_SHAMBLER_CLAW,   DEATH_MURDER_MONSTER,           "monster")
-REGISTER_DEATHTYPE(MONSTER_SHAMBLER_SMASH,  DEATH_SELF_MON_SHAMBLER_SMASH,  DEATH_MURDER_MONSTER,           "monster")
-REGISTER_DEATHTYPE(MONSTER_SHAMBLER_ZAP,    DEATH_SELF_MON_SHAMBLER_ZAP,    DEATH_MURDER_MONSTER,           "monster")
+REGISTER_DEATHTYPE(MONSTER_GOLEM_CLAW,         DEATH_SELF_MON_GOLEM_CLAW,      DEATH_MURDER_MONSTER,           "monster")
+REGISTER_DEATHTYPE(MONSTER_GOLEM_SMASH,        DEATH_SELF_MON_GOLEM_SMASH,     DEATH_MURDER_MONSTER,           "monster")
+REGISTER_DEATHTYPE(MONSTER_GOLEM_ZAP,          DEATH_SELF_MON_GOLEM_ZAP,       DEATH_MURDER_MONSTER,           "monster")
 REGISTER_DEATHTYPE(MONSTER_SPIDER,          DEATH_SELF_MON_SPIDER,          DEATH_MURDER_MONSTER,           "monster")
 REGISTER_DEATHTYPE(MONSTER_WYVERN,          DEATH_SELF_MON_WYVERN,          DEATH_MURDER_MONSTER,           "monster")
 REGISTER_DEATHTYPE(MONSTER_ZOMBIE_JUMP,     DEATH_SELF_MON_ZOMBIE_JUMP,     DEATH_MURDER_MONSTER,           "monster")
index 31c5711424834925e91cb53e21d64da6ea2e9e39..1e54617219ffa492b44468b0b06b49309093e01e 100644 (file)
@@ -4,8 +4,6 @@
 #include <common/monsters/sv_spawner.qh>
 #include <common/monsters/sv_monsters.qh>
 
-#include <server/teamplay.qh>
-
 IntrusiveList g_invasion_roundends;
 IntrusiveList g_invasion_waves;
 IntrusiveList g_invasion_spawns;
@@ -97,7 +95,7 @@ int WinningCondition_Invasion()
                        if(it.winning)
                        {
                                bprint("Invasion: round completed.\n");
-                               // winners already set (TODO: teamplay support)
+                               // winners already set
 
                                status = WINNING_YES;
                                break;
@@ -136,8 +134,8 @@ Monster invasion_PickMonster(int supermonster_count)
 
        FOREACH(Monsters, it != MON_Null,
        {
-               if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM) ||
-                       (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
+               if((it.spawnflags & MON_FLAG_HIDDEN) || (it.spawnflags & MONSTER_TYPE_PASSIVE) || (it.spawnflags & MONSTER_TYPE_FLY) || (it.spawnflags & MONSTER_TYPE_SWIM)
+                       || (it.spawnflags & MONSTER_SIZE_QUAKE) || ((it.spawnflags & MON_FLAG_SUPERMONSTER) && supermonster_count >= 1))
                        continue;
                if(autocvar_g_invasion_zombies_only && !(it.spawnflags & MONSTER_TYPE_UNDEAD))
                        continue;
@@ -207,7 +205,10 @@ void invasion_SpawnChosenMonster(Monster mon)
                setsize(e, mon.m_mins, mon.m_maxs);
 
                if(MoveToRandomMapLocation(e, DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, Q3SURFACEFLAG_SKY, 10, 1024, 256))
+               {
                        monster = spawnmonster(e, tospawn, mon.monsterid, NULL, NULL, e.origin, false, false, 2);
+                       monster.angles_x = monster.angles_z = 0;
+               }
                else
                {
                        delete(e);
@@ -229,32 +230,6 @@ void invasion_SpawnChosenMonster(Monster mon)
                monster.target2 = spawn_point.target2;
        }
 
-       if(teamplay)
-       {
-               if(spawn_point && spawn_point.team && inv_monsters_perteam[spawn_point.team] > 0)
-                       monster.team = spawn_point.team;
-               else
-               {
-                       RandomSelection_Init();
-                       if(inv_monsters_perteam[NUM_TEAM_1] > 0) RandomSelection_AddFloat(NUM_TEAM_1, 1, 1);
-                       if(inv_monsters_perteam[NUM_TEAM_2] > 0) RandomSelection_AddFloat(NUM_TEAM_2, 1, 1);
-                       if(invasion_teams >= 3) if(inv_monsters_perteam[NUM_TEAM_3] > 0) { RandomSelection_AddFloat(NUM_TEAM_3, 1, 1); }
-                       if(invasion_teams >= 4) if(inv_monsters_perteam[NUM_TEAM_4] > 0) { RandomSelection_AddFloat(NUM_TEAM_4, 1, 1); }
-
-                       monster.team = RandomSelection_chosen_float;
-               }
-
-               monster_setupcolors(monster);
-
-               if(monster.sprite)
-               {
-                       WaypointSprite_UpdateTeamRadar(monster.sprite, RADARICON_DANGER, ((monster.team) ? Team_ColorRGB(monster.team) : '1 0 0'));
-
-                       monster.sprite.team = 0;
-                       monster.sprite.SendFlags |= 1;
-               }
-       }
-
        if(monster.monster_attack)
                IL_REMOVE(g_monster_targets, monster);
        monster.monster_attack = false; // it's the player's job to kill all the monsters
@@ -286,22 +261,13 @@ bool Invasion_CheckWinner()
                return 1;
        }
 
-       float total_alive_monsters = 0, supermonster_count = 0, red_alive = 0, blue_alive = 0, yellow_alive = 0, pink_alive = 0;
+       float total_alive_monsters = 0, supermonster_count = 0;
 
        IL_EACH(g_monsters, GetResource(it, RES_HEALTH) > 0,
        {
                if((get_monsterinfo(it.monsterid)).spawnflags & MON_FLAG_SUPERMONSTER)
                        ++supermonster_count;
                ++total_alive_monsters;
-
-               if(teamplay)
-               switch(it.team)
-               {
-                       case NUM_TEAM_1: ++red_alive; break;
-                       case NUM_TEAM_2: ++blue_alive; break;
-                       case NUM_TEAM_3: ++yellow_alive; break;
-                       case NUM_TEAM_4: ++pink_alive; break;
-               }
        });
 
        if((total_alive_monsters + inv_numkilled) < inv_maxspawned && inv_maxcurrent < inv_maxspawned)
@@ -318,48 +284,20 @@ bool Invasion_CheckWinner()
        if(inv_numspawned < 1)
                return 0; // nothing has spawned yet
 
-       if(teamplay)
-       {
-               if(((red_alive > 0) + (blue_alive > 0) + (yellow_alive > 0) + (pink_alive > 0)) > 1)
-                       return 0;
-       }
-       else if(inv_numkilled < inv_maxspawned)
+       if(inv_numkilled < inv_maxspawned)
                return 0;
 
        entity winner = NULL;
-       float winning_score = 0, winner_team = 0;
-
+       float winning_score = 0;
 
-       if(teamplay)
-       {
-               if(red_alive > 0) { winner_team = NUM_TEAM_1; }
-               if(blue_alive > 0)
-               {
-                       if(winner_team) { winner_team = 0; }
-                       else { winner_team = NUM_TEAM_2; }
-               }
-               if(yellow_alive > 0)
-               {
-                       if(winner_team) { winner_team = 0; }
-                       else { winner_team = NUM_TEAM_3; }
-               }
-               if(pink_alive > 0)
+       FOREACH_CLIENT(IS_PLAYER(it), {
+               float cs = GameRules_scoring_add(it, KILLS, 0);
+               if(cs > winning_score)
                {
-                       if(winner_team) { winner_team = 0; }
-                       else { winner_team = NUM_TEAM_4; }
+                       winning_score = cs;
+                       winner = it;
                }
-       }
-       else
-       {
-               FOREACH_CLIENT(IS_PLAYER(it), {
-                       float cs = GameRules_scoring_add(it, KILLS, 0);
-                       if(cs > winning_score)
-                       {
-                               winning_score = cs;
-                               winner = it;
-                       }
-               });
-       }
+       });
 
        IL_EACH(g_monsters, true,
        {
@@ -367,15 +305,7 @@ bool Invasion_CheckWinner()
        });
        IL_CLEAR(g_monsters);
 
-       if(teamplay)
-       {
-               if(winner_team)
-               {
-                       Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, APP_TEAM_NUM(winner_team, CENTER_ROUND_TEAM_WIN));
-                       Send_Notification(NOTIF_ALL, NULL, MSG_INFO, APP_TEAM_NUM(winner_team, INFO_ROUND_TEAM_WIN));
-               }
-       }
-       else if(winner)
+       if(winner)
        {
                Send_Notification(NOTIF_ALL, NULL, MSG_CENTER, CENTER_ROUND_PLAYER_WIN, winner.netname);
                Send_Notification(NOTIF_ALL, NULL, MSG_INFO, INFO_ROUND_PLAYER_WIN, winner.netname);
@@ -409,15 +339,6 @@ void Invasion_RoundStart()
        inv_numkilled = 0;
 
        inv_maxspawned = rint(max(autocvar_g_invasion_monster_count, autocvar_g_invasion_monster_count * (inv_roundcnt * 0.5)));
-
-       if(teamplay)
-       {
-               DistributeEvenly_Init(inv_maxspawned, invasion_teams);
-               inv_monsters_perteam[NUM_TEAM_1] = DistributeEvenly_Get(1);
-               inv_monsters_perteam[NUM_TEAM_2] = DistributeEvenly_Get(1);
-               if(invasion_teams >= 3) inv_monsters_perteam[NUM_TEAM_3] = DistributeEvenly_Get(1);
-               if(invasion_teams >= 4) inv_monsters_perteam[NUM_TEAM_4] = DistributeEvenly_Get(1);
-       }
 }
 
 MUTATOR_HOOKFUNCTION(inv, MonsterDies)
@@ -432,18 +353,13 @@ MUTATOR_HOOKFUNCTION(inv, MonsterDies)
                        inv_numkilled += 1;
                        inv_maxcurrent -= 1;
                }
-               if(teamplay) { inv_monsters_perteam[frag_target.team] -= 1; }
 
                if(IS_PLAYER(frag_attacker))
                {
-                       if(SAME_TEAM(frag_attacker, frag_target)) // in non-teamplay modes, same team = same player, so this works
+                       if(SAME_TEAM(frag_attacker, frag_target))
                                GameRules_scoring_add(frag_attacker, KILLS, -1);
                        else
-                       {
                                GameRules_scoring_add(frag_attacker, KILLS, +1);
-                               if(teamplay)
-                                       TeamScore_AddToTeam(frag_attacker.team, ST_INV_KILLS, +1);
-                       }
                }
        }
 }
@@ -554,44 +470,28 @@ MUTATOR_HOOKFUNCTION(inv, CheckRules_World)
        return true;
 }
 
-MUTATOR_HOOKFUNCTION(inv, TeamBalance_CheckAllowedTeams, CBC_ORDER_EXCLUSIVE)
-{
-       M_ARGV(0, float) = invasion_teams;
-       return true;
-}
-
 MUTATOR_HOOKFUNCTION(inv, AllowMobButcher)
 {
        M_ARGV(0, string) = "This command does not work during an invasion!";
        return true;
 }
 
-void invasion_ScoreRules(int inv_teams)
+void invasion_ScoreRules()
 {
        GameRules_score_enabled(false);
-       GameRules_scoring(inv_teams, 0, 0, {
-           if (inv_teams) {
-            field_team(ST_INV_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
-           }
-           field(SP_KILLS, "frags", ((inv_teams) ? SFL_SORT_PRIO_SECONDARY : SFL_SORT_PRIO_PRIMARY));
+       GameRules_scoring(0, 0, 0, {
+           field(SP_KILLS, "frags", SFL_SORT_PRIO_PRIMARY);
        });
 }
 
-void invasion_DelayedInit(entity this) // Do this check with a delay so we can wait for teams to be set up.
+void invasion_DelayedInit(entity this)
 {
        if(autocvar_g_invasion_type == INV_TYPE_HUNT || autocvar_g_invasion_type == INV_TYPE_STAGE)
                cvar_set("fraglimit", "0");
 
-       if(autocvar_g_invasion_teams)
-       {
-               invasion_teams = BITS(bound(2, autocvar_g_invasion_teams, 4));
-       }
-       else
-               invasion_teams = 0;
-
        independent_players = 1; // to disable extra useless scores
 
-       invasion_ScoreRules(invasion_teams);
+       invasion_ScoreRules();
 
        independent_players = 0;
 
index 167380eeb2a73a947c38ffbf3267b2d984d66f62..2011a35982f30070ebb7058264d96a9bc8c0d17d 100644 (file)
@@ -2,9 +2,7 @@
 
 #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;
 void invasion_Initialize();
 
@@ -13,10 +11,6 @@ REGISTER_MUTATOR(inv, false)
     MUTATOR_STATIC();
        MUTATOR_ONADD
        {
-               if (autocvar_g_invasion_teams >= 2) {
-                       GameRules_teams(true);
-                       GameRules_spawning_teams(autocvar_g_invasion_team_spawns);
-               }
         GameRules_limit_score(autocvar_g_invasion_point_limit);
 
                g_invasion = true;
@@ -26,21 +20,16 @@ REGISTER_MUTATOR(inv, false)
        return 0;
 }
 
-float inv_numspawned;
-float inv_maxspawned;
-float inv_roundcnt;
-float inv_maxrounds;
-float inv_numkilled;
+int inv_numspawned;
+int inv_maxspawned;
+int inv_roundcnt;
+int inv_maxrounds;
+int inv_numkilled;
 float inv_lastcheck;
-float inv_maxcurrent;
-
-float invasion_teams;
-float inv_monsters_perteam[17];
+int inv_maxcurrent;
 
 float inv_monsterskill;
 
-const float ST_INV_KILLS = 1;
-
 const int INV_TYPE_ROUND = 0; // round-based waves of enemies
 const int INV_TYPE_HUNT = 1; // clear the map of placed enemies
 const int INV_TYPE_STAGE = 2; // reach the end of the level
index 4d598e88caa2346378b9295fdd7dc36c7ec59dbc..fa957ef87c9b9f7bac1ccb6fb307c3868fe44d53 100644 (file)
@@ -557,14 +557,11 @@ REGISTER_GAMETYPE(KEEPAWAY, NEW(Keepaway));
 CLASS(Invasion, Gametype)
     INIT(Invasion)
     {
-        this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,true,"","pointlimit=50 teams=0 type=0",_("Survive against waves of monsters"));
+        this.gametype_init(this, _("Invasion"),"inv","g_invasion",false,true,"","pointlimit=50 type=0",_("Survive against waves of monsters"));
     }
     METHOD(Invasion, m_parse_mapinfo, bool(string k, string v))
     {
         switch (k) {
-            case "teams":
-                cvar_set("g_invasion_teams", v);
-                return true;
             case "type":
                 cvar_set("g_invasion_type", v);
                 return true;
index e92af677cc565dabd71a4177c94b17983f0ab6a0..3a19023eadb6b8f39a157df466cf3b1914c20014 100644 (file)
@@ -355,6 +355,7 @@ spawnfunc(func_breakable)
                this.takedamage = DAMAGE_NO;
                this.event_damage = func_null;
                this.bot_attack = false;
+               this.monster_attack = false;
        }
 
        // precache all the models
@@ -375,6 +376,9 @@ spawnfunc(func_breakable)
        this.reset = func_breakable_reset;
        this.reset(this);
 
+       if(this.monster_attack)
+               IL_PUSH(g_monster_targets, this);
+
        IL_PUSH(g_initforplayer, this);
        this.init_for_player = func_breakable_init_for_player;
 
index fe5c7b93d47ac40803901a18c847c4fa45b3e389..0af124eb892cfb75f1b648c7dfafcc39ca4d858b 100644 (file)
@@ -104,7 +104,7 @@ MODEL(PROJECTILE_FLAC,                  "models/hagarmissile.mdl");
 MODEL(PROJECTILE_SEEKER,                "models/tagrocket.md3");
 
 MODEL(PROJECTILE_MAGE_SPIKE,            "models/ebomb.mdl");
-MODEL(PROJECTILE_SHAMBLER_LIGHTNING,    "models/ebomb.mdl");
+MODEL(PROJECTILE_GOLEM_LIGHTNING,      "models/ebomb.mdl");
 
 MODEL(PROJECTILE_RAPTORBOMB,            "models/vehicles/clusterbomb.md3");
 MODEL(PROJECTILE_RAPTORBOMBLET,         "models/vehicles/bomblet.md3");
index aba9c9aa9b66713607aa3f2c4d02412744b82e51..cca74b8e6f0077b9887fb8a0c8a931262408bce1 100644 (file)
@@ -4,7 +4,7 @@
 const int MONSTER_RESPAWN_DEATHPOINT = BIT(4); // re-spawn where we died
 const int MONSTER_TYPE_FLY = BIT(5);
 const int MONSTER_TYPE_SWIM = BIT(6);
-const int MONSTER_SIZE_BROKEN = BIT(7); // TODO: remove when bad models are replaced
+// bit 7 now unused
 const int MON_FLAG_SUPERMONSTER = BIT(8); // incredibly powerful monster
 const int MON_FLAG_RANGED = BIT(9); // monster shoots projectiles
 const int MON_FLAG_MELEE = BIT(10);
@@ -46,6 +46,8 @@ CLASS(Monster, Object)
     METHOD(Monster, mr_setup, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
     /** (SERVER) logic to run every frame */
     METHOD(Monster, mr_think, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
+    /** (SERVER) logic to run every frame after the monster has died */
+    METHOD(Monster, mr_deadthink, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
     /** (SERVER) called when monster dies */
     METHOD(Monster, mr_death, bool(Monster this, entity actor)) { TC(Monster, this); return false; }
     /** (SERVER) called when monster is damaged */
index 23e649ab875810fd2cee74738d10a18c2146d5ed..df8decfa30387328957bd5d2b8864ffc006e58c8 100644 (file)
@@ -1,6 +1,6 @@
 // generated file; do not modify
+#include <common/monsters/monster/golem.qc>
 #include <common/monsters/monster/mage.qc>
-#include <common/monsters/monster/shambler.qc>
 #include <common/monsters/monster/spider.qc>
 #include <common/monsters/monster/wyvern.qc>
 #include <common/monsters/monster/zombie.qc>
index a1c048d0f4c9fdbb1bfd8ca1aabe86f9fd136904..0b1d099057ed561498ca787434d36215ab135b1e 100644 (file)
@@ -1,6 +1,6 @@
 // generated file; do not modify
+#include <common/monsters/monster/golem.qh>
 #include <common/monsters/monster/mage.qh>
-#include <common/monsters/monster/shambler.qh>
 #include <common/monsters/monster/spider.qh>
 #include <common/monsters/monster/wyvern.qh>
 #include <common/monsters/monster/zombie.qh>
diff --git a/qcsrc/common/monsters/monster/golem.qc b/qcsrc/common/monsters/monster/golem.qc
new file mode 100644 (file)
index 0000000..9a18138
--- /dev/null
@@ -0,0 +1,294 @@
+#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.monsterid); }
+// 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;
+    actor.spawnshieldtime = actor.spawn_time;
+    actor.monster_attackfunc = M_Golem_Attack;
+
+    return true;
+}
+#endif
diff --git a/qcsrc/common/monsters/monster/golem.qh b/qcsrc/common/monsters/monster/golem.qh
new file mode 100644 (file)
index 0000000..8cebd86
--- /dev/null
@@ -0,0 +1,20 @@
+#pragma once
+
+#include "../all.qh"
+
+#ifdef GAMEQC
+MODEL(MON_GOLEM, M_Model("golem.dpm"));
+#endif
+
+CLASS(Golem, Monster)
+    ATTRIB(Golem, spawnflags, int, MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
+    ATTRIB(Golem, m_mins, vector, '-24 -24 -20');
+    ATTRIB(Golem, m_maxs, vector, '24 24 88');
+#ifdef GAMEQC
+    ATTRIB(Golem, m_model, Model, MDL_MON_GOLEM);
+#endif
+    ATTRIB(Golem, netname, string, "golem");
+    ATTRIB(Golem, monster_name, string, _("Golem"));
+ENDCLASS(Golem)
+
+REGISTER_MONSTER(GOLEM, NEW(Golem));
index 1cba349ed96e39fe5baa594b4f447b04d7af8651..57465865ccdca6b2edc4349081a4238550b6f3a0 100644 (file)
@@ -47,16 +47,22 @@ float autocvar_g_monster_mage_attack_spike_radius;
 float autocvar_g_monster_mage_attack_spike_delay;
 float autocvar_g_monster_mage_attack_spike_accel;
 float autocvar_g_monster_mage_attack_spike_decel;
+float autocvar_g_monster_mage_attack_spike_chance = 0.45;
 float autocvar_g_monster_mage_attack_spike_turnrate;
 float autocvar_g_monster_mage_attack_spike_speed_max;
 float autocvar_g_monster_mage_attack_spike_smart;
 float autocvar_g_monster_mage_attack_spike_smart_trace_min;
 float autocvar_g_monster_mage_attack_spike_smart_trace_max;
 float autocvar_g_monster_mage_attack_spike_smart_mindist;
+float autocvar_g_monster_mage_attack_push_chance = 0.7;
 float autocvar_g_monster_mage_attack_push_damage;
 float autocvar_g_monster_mage_attack_push_radius;
 float autocvar_g_monster_mage_attack_push_delay;
 float autocvar_g_monster_mage_attack_push_force;
+float autocvar_g_monster_mage_attack_teleport_chance = 0.2;
+float autocvar_g_monster_mage_attack_teleport_delay = 2;
+float autocvar_g_monster_mage_attack_teleport_random = 0.4;
+float autocvar_g_monster_mage_attack_teleport_random_range = 1200;
 float autocvar_g_monster_mage_heal_self;
 float autocvar_g_monster_mage_heal_allies;
 float autocvar_g_monster_mage_heal_minhealth;
@@ -225,7 +231,7 @@ void M_Mage_Attack_Spike(entity this, vector dir)
 
 void M_Mage_Defend_Heal(entity this)
 {
-       float washealed = false;
+       bool washealed = false;
 
        FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
        {
@@ -243,11 +249,11 @@ void M_Mage_Defend_Heal(entity this)
                                }
                                case 1:
                                {
-                                       if(GetResource(this, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max);
-                                       if(GetResource(this, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max);
-                                       if(GetResource(this, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max);
-                                       if(GetResource(this, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max);
-                                       if(GetResource(this, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max);
+                                       if(GetResource(it, RES_CELLS)) GiveResourceWithLimit(it, RES_CELLS, 1, g_pickup_cells_max);
+                                       if(GetResource(it, RES_PLASMA)) GiveResourceWithLimit(it, RES_PLASMA, 1, g_pickup_plasma_max);
+                                       if(GetResource(it, RES_ROCKETS)) GiveResourceWithLimit(it, RES_ROCKETS, 1, g_pickup_rockets_max);
+                                       if(GetResource(it, RES_SHELLS)) GiveResourceWithLimit(it, RES_SHELLS, 2, g_pickup_shells_max);
+                                       if(GetResource(it, RES_BULLETS)) GiveResourceWithLimit(it, RES_BULLETS, 5, g_pickup_nails_max);
                                        // TODO: fuel?
                                        fx = EFFECT_AMMO_REGEN;
                                        break;
@@ -279,8 +285,9 @@ void M_Mage_Defend_Heal(entity this)
 
        if(washealed)
        {
-               setanim(this, this.anim_shoot, true, true, true);
+               setanim(this, this.anim_melee, true, true, true);
                this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+               this.state = MONSTER_ATTACK_MELEE;
                this.anim_finished = time + 1.5;
        }
 }
@@ -292,8 +299,10 @@ void M_Mage_Attack_Push(entity this)
                                                NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy);
        Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
 
-       setanim(this, this.anim_shoot, true, true, true);
+       setanim(this, this.anim_duckjump, true, true, true);
        this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
+       this.anim_finished = time + 1;
+       this.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike
 }
 
 void M_Mage_Attack_Teleport(entity this, entity targ)
@@ -301,13 +310,33 @@ void M_Mage_Attack_Teleport(entity this, entity targ)
        if(!targ) return;
        if(vdist(targ.origin - this.origin, >, 1500)) return;
 
+       if(autocvar_g_monster_mage_attack_teleport_random && random() <= autocvar_g_monster_mage_attack_teleport_random)
+       {
+               vector oldpos = this.origin;
+               vector extrasize = '1 1 1' * autocvar_g_monster_mage_attack_teleport_random_range;
+               if(MoveToRandomLocationWithinBounds(this, this.absmin - extrasize, this.absmax + extrasize,
+                                                                                       DPCONTENTS_SOLID | DPCONTENTS_CORPSE | DPCONTENTS_PLAYERCLIP, DPCONTENTS_SLIME | DPCONTENTS_LAVA | DPCONTENTS_SKY | DPCONTENTS_BODY | DPCONTENTS_DONOTENTER, 
+                                                                                       Q3SURFACEFLAG_SKY, 10, 64, 256, true))
+               {
+                       vector a = vectoangles(targ.origin - this.origin);
+                       this.angles = '0 1 0' * a.y;
+                       this.fixangle = true;
+                       Send_Effect(EFFECT_SPAWN_NEUTRAL, oldpos, '0 0 0', 1);
+                       Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+                       this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
+                       return;
+               }
+       }
+
+       if(!IS_ONGROUND(targ)) return;
+
        makevectors(targ.angles);
-       tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
+       tracebox(CENTER_OR_VIEWOFS(targ), this.mins, this.maxs, CENTER_OR_VIEWOFS(targ) + ((v_forward * -1) * 200), MOVE_NOMONSTERS, this);
 
        if(trace_fraction < 1)
                return;
 
-       vector newpos = targ.origin + ((v_forward * -1) * 200);
+       vector newpos = trace_endpos;
 
        Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
        Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
@@ -321,7 +350,7 @@ void M_Mage_Attack_Teleport(entity this, entity targ)
        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)
@@ -337,7 +366,7 @@ void M_Mage_Defend_Shield(entity this)
        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;
 }
 
@@ -347,7 +376,7 @@ bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponent
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       if(random() <= 0.7)
+                       if(random() <= autocvar_g_monster_mage_attack_push_chance)
                        {
                                Weapon wep = WEP_MAGE_SPIKE;
 
@@ -359,29 +388,25 @@ bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponent
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       if(!actor.mage_spike)
+                       if(random() <= autocvar_g_monster_mage_attack_teleport_chance)
                        {
-                               if(random() <= 0.4)
-                               {
-                                       OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
-                                       off.offhand_think(off, actor, true);
-                                       return true;
-                               }
-                               else
-                               {
-                                       setanim(actor, actor.anim_shoot, true, true, true);
-                                       actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
-                                       actor.anim_finished = time + 1;
-                                       Weapon wep = WEP_MAGE_SPIKE;
-                                       wep.wr_think(wep, actor, weaponentity, 1);
-                                       return true;
-                               }
+                               OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+                               actor.OffhandMageTeleport_key_pressed = 0;
+                               off.offhand_think(off, actor, 1);
+                               return true;
                        }
-
-                       if(actor.mage_spike)
+                       else if(!actor.mage_spike && random() <= autocvar_g_monster_mage_attack_spike_chance)
+                       {
+                               setanim(actor, actor.anim_shoot, true, true, true);
+                               actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+                               actor.anim_finished = time + 1;
+                               actor.state = MONSTER_ATTACK_MELEE; // prevent moving while firing spike
+                               Weapon wep = WEP_MAGE_SPIKE;
+                               wep.wr_think(wep, actor, weaponentity, 1);
                                return true;
-                       else
-                               return false;
+                       }
+
+                       return false;
                }
        }
 
@@ -447,7 +472,7 @@ METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity a
 METHOD(Mage, mr_death, bool(Mage this, entity actor))
 {
     TC(Mage, this);
-    setanim(actor, actor.anim_die1, false, true, true);
+    setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
     return true;
 }
 
@@ -457,12 +482,22 @@ METHOD(Mage, mr_anim, bool(Mage this, entity actor))
 {
     TC(Mage, this);
     vector none = '0 0 0';
-    actor.anim_die1 = animfixfps(actor, '4 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, '3 1 2', none); // 0.5 seconds
+    actor.anim_walk = animfixfps(actor, '1 1 1', none);
+    actor.anim_run = animfixfps(actor, '1 1 1', none);
     actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
-    actor.anim_run = animfixfps(actor, '5 1 1', none);
+    actor.anim_duckjump = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+    actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+    //actor.anim_fire1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+    //actor.anim_fire2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+    //actor.anim_fire3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+    actor.anim_pain1 = animfixfps(actor, '6 1 2', none); // 0.5 seconds
+    actor.anim_pain2 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+    //actor.anim_pain3 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+    actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+    actor.anim_die2 = animfixfps(actor, '10 1 0.5', none); // 2 seconds
+    //actor.anim_dead1 = animfixfps(actor, '11 1 0.5', none); // 2 seconds
+    //actor.anim_dead2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
     return true;
 }
 #endif
index 23de31062cae854df3882b62ee0afdd1c69b04a1..8331c4857ac9ce27ea02b8082a1dbb325557cd47 100644 (file)
@@ -3,13 +3,13 @@
 #include "../all.qh"
 
 #ifdef GAMEQC
-MODEL(MON_MAGE, M_Model("mage.dpm"));
+MODEL(MON_MAGE, M_Model("nanomage.dpm"));
 #endif
 
 CLASS(Mage, Monster)
     ATTRIB(Mage, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED);
-    ATTRIB(Mage, m_mins, vector, '-36 -36 -24');
-    ATTRIB(Mage, m_maxs, vector, '36 36 50');
+    ATTRIB(Mage, m_mins, vector, '-16 -16 -24');
+    ATTRIB(Mage, m_maxs, vector, '16 16 55');
 #ifdef GAMEQC
     ATTRIB(Mage, m_model, Model, MDL_MON_MAGE);
 #endif
diff --git a/qcsrc/common/monsters/monster/shambler.qc b/qcsrc/common/monsters/monster/shambler.qc
deleted file mode 100644 (file)
index 2e3f02a..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.monsterid); }
-#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;
-    actor.spawnshieldtime = actor.spawn_time;
-    actor.monster_attackfunc = M_Shambler_Attack;
-
-    return true;
-}
-#endif
diff --git a/qcsrc/common/monsters/monster/shambler.qh b/qcsrc/common/monsters/monster/shambler.qh
deleted file mode 100644 (file)
index 554fe5f..0000000
+++ /dev/null
@@ -1,20 +0,0 @@
-#pragma once
-
-#include "../all.qh"
-
-#ifdef GAMEQC
-MODEL(MON_SHAMBLER, M_Model("shambler.mdl"));
-#endif
-
-CLASS(Shambler, Monster)
-    ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
-    ATTRIB(Shambler, m_mins, vector, '-41 -41 -31');
-    ATTRIB(Shambler, m_maxs, vector, '41 41 65');
-#ifdef GAMEQC
-    ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
-#endif
-    ATTRIB(Shambler, netname, string, "shambler");
-    ATTRIB(Shambler, monster_name, string, _("Shambler"));
-ENDCLASS(Shambler)
-
-REGISTER_MONSTER(SHAMBLER, NEW(Shambler));
index d9a51c05e9a4649718deac200f0e5f4beeff9b6a..518b93035de7865f301a433e5ec4932b63495024 100644 (file)
@@ -10,6 +10,7 @@ float autocvar_g_monster_spider_attack_web_damagetime;
 float autocvar_g_monster_spider_attack_web_speed;
 float autocvar_g_monster_spider_attack_web_speed_up;
 float autocvar_g_monster_spider_attack_web_delay;
+float autocvar_g_monster_spider_attack_web_range = 800;
 
 float autocvar_g_monster_spider_attack_bite_damage;
 float autocvar_g_monster_spider_attack_bite_delay;
@@ -58,12 +59,15 @@ METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity
     TC(SpiderAttack, thiswep);
     bool isPlayer = IS_PLAYER(actor);
     if (fire & 1)
-    if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
+    if ((!isPlayer && time >= actor.spider_web_delay) || (isPlayer && weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay))) {
                if (!isPlayer) {
-                       actor.spider_web_delay = time + 3;
+                       actor.spider_web_delay = time + autocvar_g_monster_spider_attack_web_delay;
                        setanim(actor, actor.anim_shoot, true, true, true);
-                       actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
-                       actor.anim_finished = time + 1;
+                       if(actor.animstate_endtime > time)
+                               actor.anim_finished = actor.animstate_endtime;
+                       else
+                               actor.anim_finished = time + 1;
+                       actor.attack_finished_single[0] = actor.anim_finished + 0.2;
                }
         if (isPlayer) actor.enemy = Monster_FindTarget(actor);
         monster_makevectors(actor, actor.enemy);
@@ -177,8 +181,11 @@ bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weapone
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       wep.wr_think(wep, actor, weaponentity, 1);
-                       return true;
+                       if(vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_spider_attack_web_range))
+                       {
+                               wep.wr_think(wep, actor, weaponentity, 1);
+                               return true;
+                       }
                }
        }
 
@@ -198,14 +205,15 @@ METHOD(Spider, mr_think, bool(Spider this, entity actor))
 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
 {
     TC(Spider, this);
+    setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+    actor.pain_finished = actor.animstate_endtime;
     return damage_take;
 }
 
 METHOD(Spider, mr_death, bool(Spider this, entity actor))
 {
     TC(Spider, this);
-    setanim(actor, actor.anim_melee, false, true, true);
-    actor.angles_x = 180;
+    setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
     return true;
 }
 #endif
@@ -214,11 +222,25 @@ METHOD(Spider, mr_anim, bool(Spider this, entity actor))
 {
     TC(Spider, this);
     vector none = '0 0 0';
-    actor.anim_walk = animfixfps(actor, '1 1 1', none);
-    actor.anim_idle = animfixfps(actor, '0 1 1', none);
-    actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
-    actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
-    actor.anim_run = animfixfps(actor, '1 1 1', none);
+    actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+    actor.anim_die1 = animfixfps(actor, '1 1 1', none);
+    actor.anim_die2 = animfixfps(actor, '2 1 1', none);
+    actor.anim_shoot = animfixfps(actor, '3 1 1', none);
+    //actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
+    actor.anim_idle = animfixfps(actor, '5 1 1', none);
+    //actor.anim_sight = animfixfps(actor, '6 1 1', none);
+    actor.anim_pain1 = animfixfps(actor, '7 1 1', none);
+    actor.anim_pain2 = animfixfps(actor, '8 1 1', none);
+    //actor.anim_pain3 = animfixfps(actor, '9 1 1', none);
+    actor.anim_walk = animfixfps(actor, '10 1 1', none);
+    actor.anim_run = animfixfps(actor, '10 1 1', none); // temp?
+    //actor.anim_forwardright = animfixfps(actor, '11 1 1', none);
+    //actor.anim_walkright = animfixfps(actor, '12 1 1', none);
+    //actor.anim_walkbackright = animfixfps(actor, '13 1 1', none);
+    //actor.anim_walkback = animfixfps(actor, '14 1 1', none);
+    //actor.anim_walkbackleft = animfixfps(actor, '15 1 1', none);
+    //actor.anim_walkleft = animfixfps(actor, '16 1 1', none);
+    //actor.anim_forwardleft = animfixfps(actor, '17 1 1', none);
     return true;
 }
 #endif
index 679b140494aa48d7c679b5df85725666b9111936..93d226ad3e4a10f9820fe7049c6683e5fa2fd741 100644 (file)
@@ -8,8 +8,8 @@ MODEL(MON_SPIDER, M_Model("spider.dpm"));
 
 CLASS(Spider, Monster)
     ATTRIB(Spider, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED | MON_FLAG_RIDE);
-    ATTRIB(Spider, m_mins, vector, '-18 -18 -25');
-    ATTRIB(Spider, m_maxs, vector, '18 18 30');
+    ATTRIB(Spider, m_mins, vector, '-30 -30 -25');
+    ATTRIB(Spider, m_maxs, vector, '30 30 30');
 #ifdef GAMEQC
     ATTRIB(Spider, m_model, Model, MDL_MON_SPIDER);
 #endif
index 4de122e8494419205178cc87dc74f77957699c7f..b759ec120de372243e2f5ce1660a659c1d6cc5c0 100644 (file)
@@ -72,9 +72,9 @@ void M_Wyvern_Attack_Fireball_Explode(entity this)
        entity own = this.realowner;
 
        RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force,
-                                               NULL, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, DMG_NOWEP, NULL);
+                                               own, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, DMG_NOWEP, NULL);
 
-       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_wyvern_attack_fireball_radius, it.takedamage == DAMAGE_AIM,
+       FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_wyvern_attack_fireball_radius, it.takedamage == DAMAGE_AIM && it != own,
        {
                Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, this.projectiledeathtype);
        });
@@ -89,6 +89,15 @@ void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher)
        M_Wyvern_Attack_Fireball_Explode(this);
 }
 
+void M_Wyvern_Attack_Fireball(entity this)
+{
+       w_shotdir = normalize((this.enemy.origin + '0 0 10') - this.origin);
+       Weapon wep = WEP_WYVERN_ATTACK;
+       // TODO
+       .entity weaponentity = weaponentities[0];
+       wep.wr_think(wep, this, weaponentity, 1);
+}
+
 bool M_Wyvern_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
 {
        switch(attack_type)
@@ -96,9 +105,14 @@ bool M_Wyvern_Attack(int attack_type, entity actor, entity targ, .entity weapone
                case MONSTER_ATTACK_MELEE:
                case MONSTER_ATTACK_RANGED:
                {
-                       w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
-                       Weapon wep = WEP_WYVERN_ATTACK;
-                       wep.wr_think(wep, actor, weaponentity, 1);
+                       Monster_Delay(actor, 0, 1, M_Wyvern_Attack_Fireball);
+                       //actor.anim_finished = time + 1.2;
+                       setanim(actor, actor.anim_shoot, false, true, true);
+                       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;
                        return true;
                }
        }
@@ -116,6 +130,14 @@ METHOD(Wyvern, mr_think, bool(Wyvern this, entity actor))
     return true;
 }
 
+METHOD(Wyvern, mr_deadthink, bool(Wyvern this, entity actor))
+{
+    TC(Wyvern, this);
+    if(IS_ONGROUND(actor))
+       setanim(actor, actor.anim_die2, true, false, false);
+    return true;
+}
+
 METHOD(Wyvern, mr_pain, float(Wyvern this, entity actor, float damage_take, entity attacker, float deathtype))
 {
     TC(Wyvern, this);
@@ -139,12 +161,15 @@ METHOD(Wyvern, mr_anim, bool(Wyvern this, entity actor))
 {
     TC(Wyvern, this);
     vector none = '0 0 0';
-    actor.anim_die1 = animfixfps(actor, '4 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_walk = animfixfps(actor, '1 1 1', none);
+    actor.anim_run = animfixfps(actor, '2 1 1', none);
     actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
-    actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
-    actor.anim_run = animfixfps(actor, '1 1 1', none);
+    actor.anim_pain2 = animfixfps(actor, '4 1 2', none); // 0.5 seconds
+    actor.anim_melee = 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_die1 = animfixfps(actor, '7 1 0.5', none); // 2 seconds
+    actor.anim_die2 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
     return true;
 }
 #endif
index e54c9a797332a96aa2dbe000f6288dbe0f80ee4f..026e5038a44dffe9cc593f80d9202c2ef09a2d75 100644 (file)
@@ -3,13 +3,13 @@
 #include "../all.qh"
 
 #ifdef GAMEQC
-MODEL(MON_WYVERN, M_Model("wizard.mdl"));
+MODEL(MON_WYVERN, M_Model("dragon.dpm"));
 #endif
 
 CLASS(Wyvern, Monster)
-    ATTRIB(Wyvern, spawnflags, int, MONSTER_TYPE_FLY | MONSTER_SIZE_BROKEN | MON_FLAG_RANGED | MON_FLAG_RIDE);
-    ATTRIB(Wyvern, m_mins, vector, '-20 -20 -58');
-    ATTRIB(Wyvern, m_maxs, vector, '20 20 20');
+    ATTRIB(Wyvern, spawnflags, int, MONSTER_TYPE_FLY | MON_FLAG_RANGED | MON_FLAG_RIDE);
+    ATTRIB(Wyvern, m_mins, vector, '-30 -30 -48');
+    ATTRIB(Wyvern, m_maxs, vector, '30 30 30');
 #ifdef GAMEQC
     ATTRIB(Wyvern, m_model, Model, MDL_MON_WYVERN);
 #endif
index 3b2c0451b89a8657afd9d681c3cd39a97a48d744..288f6fdaed7e30669d21cfa0333a7c67359ff6a0 100644 (file)
@@ -141,7 +141,8 @@ METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, enti
 {
     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;
 }
 
index 4c2b5ff269a601b1ff502f3977f97af5552aa532..bdd8e5159a774480ccdd786ff388610be819f74c 100644 (file)
@@ -55,6 +55,21 @@ void monster_dropitem(entity this, entity attacker)
        }
 }
 
+bool monster_facing(entity this, entity targ)
+{
+       // relies on target having an origin
+       makevectors(this.angles);
+       vector targ_org = targ.origin, my_org = this.origin;
+       if(autocvar_g_monsters_target_infront_2d)
+       {
+               targ_org = vec2(targ_org);
+               my_org = vec2(my_org);
+       }
+       float dot = normalize(targ_org - my_org) * v_forward;
+
+       return !(dot <= autocvar_g_monsters_target_infront_range);
+}
+
 void monster_makevectors(entity this, entity targ)
 {
        if(IS_MONSTER(this))
@@ -71,14 +86,12 @@ void monster_makevectors(entity this, entity targ)
 // Target handling
 // ===============
 
-bool Monster_ValidTarget(entity this, entity targ)
+bool Monster_ValidTarget(entity this, entity targ, bool skipfacing)
 {
        // ensure we're not checking nonexistent monster/target
        if(!this || !targ) { return false; }
 
        if((targ == this)
-       || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
-       || (IS_VEHICLE(targ) && !((REGISTRY_GET(Monsters, this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
        || (time < game_starttime) // monsters do nothing before match has started
        || (targ.takedamage == DAMAGE_NO)
        || (game_stopped)
@@ -88,9 +101,11 @@ bool Monster_ValidTarget(entity this, entity targ)
        || (this.monster_follow == targ || targ.monster_follow == this)
        || (!IS_VEHICLE(targ) && (targ.flags & FL_NOTARGET))
        || (!autocvar_g_monsters_typefrag && PHYS_INPUT_BUTTON_CHAT(targ))
+       || (IS_VEHICLE(targ) && !((REGISTRY_GET(Monsters, this.monsterid)).spawnflags & MON_FLAG_RANGED)) // melee vs vehicle is useless
        || (SAME_TEAM(targ, this))
        || (STAT(FROZEN, targ))
        || (targ.alpha != 0 && targ.alpha < 0.5)
+       || (autocvar_g_monsters_lineofsight && !checkpvs(this.origin + this.view_ofs, targ)) // enemy cannot be seen
        || (MUTATOR_CALLHOOK(MonsterValidTarget, this, targ))
        )
        {
@@ -99,18 +114,16 @@ bool Monster_ValidTarget(entity this, entity targ)
        }
 
        vector targ_origin = ((targ.absmin + targ.absmax) * 0.5);
-       traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this);
+       traceline(this.origin + this.view_ofs, targ_origin, MOVE_NOMONSTERS, this); // TODO: maybe we can rely a bit on PVS data instead?
 
        if(trace_fraction < 1 && trace_ent != targ)
                return false; // solid
 
-       if(autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT))
+       if(!skipfacing && (autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)))
        if(this.enemy != targ)
        {
-               makevectors (this.angles);
-               float dot = normalize (targ.origin - this.origin) * v_forward;
-
-               if(dot <= autocvar_g_monsters_target_infront_range) { return false; }
+               if(!monster_facing(this, targ))
+                       return false;
        }
 
        return true; // this target is valid!
@@ -124,21 +137,27 @@ entity Monster_FindTarget(entity this)
        vector my_center = CENTER_OR_VIEWOFS(this);
 
        // find the closest acceptable target to pass to
-       IL_EACH(g_monster_targets, it.monster_attack && vdist(it.origin - this.origin, <, this.target_range),
+       IL_EACH(g_monster_targets, it.monster_attack,
        {
-               if(Monster_ValidTarget(this, it))
-               {
-                       // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
-                       vector targ_center = CENTER_OR_VIEWOFS(it);
+               float trange = this.target_range;
+               if(PHYS_INPUT_BUTTON_CROUCH(it))
+                       trange *= 0.75; // TODO cvar this
+               vector theirmid = (it.absmin + it.absmax) * 0.5;
+               if(vdist(theirmid - this.origin, >, trange))
+                       continue;
+               if(!Monster_ValidTarget(this, it, false))
+                       continue;
 
-                       if(closest_target)
-                       {
-                               vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
-                               if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
-                                       { closest_target = it; }
-                       }
-                       else { closest_target = it; }
+               // if it's a player, use the view origin as reference (stolen from RadiusDamage functions in g_damage.qc)
+               vector targ_center = CENTER_OR_VIEWOFS(it);
+
+               if(closest_target)
+               {
+                       vector closest_target_center = CENTER_OR_VIEWOFS(closest_target);
+                       if(vlen2(my_center - targ_center) < vlen2(my_center - closest_target_center))
+                               { closest_target = it; }
                }
+               else { closest_target = it; }
        });
 
        return closest_target;
@@ -153,18 +172,23 @@ void monster_setupcolors(entity this)
        else
        {
                if(this.monster_skill <= MONSTER_SKILL_EASY)
-                       this.colormap = 1029;
+                       this.colormap = 1126;
                else if(this.monster_skill <= MONSTER_SKILL_MEDIUM)
-                       this.colormap = 1027;
+                       this.colormap = 1075;
                else if(this.monster_skill <= MONSTER_SKILL_HARD)
-                       this.colormap = 1038;
+                       this.colormap = 1228;
                else if(this.monster_skill <= MONSTER_SKILL_INSANE)
-                       this.colormap = 1028;
+                       this.colormap = 1092;
                else if(this.monster_skill <= MONSTER_SKILL_NIGHTMARE)
-                       this.colormap = 1032;
+                       this.colormap = 1160;
                else
                        this.colormap = 1024;
        }
+
+       if(this.colormap > 0)
+               this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
+       else
+               this.glowmod = '1 1 1';
 }
 
 void monster_changeteam(entity this, int newteam)
@@ -189,7 +213,8 @@ void monster_changeteam(entity this, int newteam)
 .void(entity) monster_delayedfunc;
 void Monster_Delay_Action(entity this)
 {
-       if(Monster_ValidTarget(this.owner, this.owner.enemy))
+       // TODO: maybe do check for facing here
+       if(Monster_ValidTarget(this.owner, this.owner.enemy, false))
        {
                monster_makevectors(this.owner, this.owner.enemy);
                this.monster_delayedfunc(this.owner);
@@ -341,7 +366,6 @@ void Monster_Sound(entity this, .string samplefield, float sound_delay, bool del
        string sample = this.(samplefield);
        if (sample != "") sample = GlobalSound_sample(sample, random());
        float myscale = ((this.scale) ? this.scale : 1); // safety net
-       // TODO: change volume depending on size too?
        sound7(this, chan, sample, VOL_BASE, ATTEN_NORM, 100 / myscale, 0);
 
        this.msound_delay = time + sound_delay;
@@ -422,6 +446,7 @@ void Monster_Attack_Check(entity this, entity targ, .entity weaponentity)
        if((!this || !targ)
        || (!this.monster_attackfunc)
        || (time < this.attack_finished_single[slot])
+       || ((autocvar_g_monsters_target_infront || (this.spawnflags & MONSTERFLAG_INFRONT)) && !monster_facing(this, targ))
        ) { return; }
 
        if(vdist(targ.origin - this.origin, <=, this.attack_range))
@@ -471,12 +496,10 @@ void Monster_UpdateModel(entity this)
 
 void Monster_Touch(entity this, entity toucher)
 {
-       if(toucher == NULL) { return; }
+       if(!toucher) { return; }
 
-       if(toucher.monster_attack)
-       if(this.enemy != toucher)
-       if(!IS_MONSTER(toucher))
-       if(Monster_ValidTarget(this, toucher))
+       if(toucher.monster_attack && this.enemy != toucher && !IS_MONSTER(toucher) && time >= this.spawn_time)
+       if(Monster_ValidTarget(this, toucher, true))
                this.enemy = toucher;
 }
 
@@ -549,10 +572,9 @@ void Monster_Dead_Fade(entity this)
 
 void Monster_Use(entity this, entity actor, entity trigger)
 {
-       if(Monster_ValidTarget(this, actor)) { this.enemy = actor; }
+       if(Monster_ValidTarget(this, actor, true)) { this.enemy = actor; }
 }
 
-.float pass_distance;
 vector Monster_Move_Target(entity this, entity targ)
 {
        // enemy is always preferred target
@@ -563,17 +585,16 @@ vector Monster_Move_Target(entity this, entity targ)
                WarpZone_TraceLine(this.origin, targ_origin, MOVE_NOMONSTERS, this);
 
                // cases where the enemy may have changed their state (don't need to check everything here)
-               if((!this.enemy)
-                       || (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
+               if(    (IS_DEAD(this.enemy) || GetResource(this.enemy, RES_HEALTH) < 1)
                        || (STAT(FROZEN, this.enemy))
                        || (this.enemy.flags & FL_NOTARGET)
                        || (this.enemy.alpha < 0.5 && this.enemy.alpha != 0)
                        || (this.enemy.takedamage == DAMAGE_NO)
                        || (vdist(this.origin - targ_origin, >, this.target_range))
-                       || ((trace_fraction < 1) && (trace_ent != this.enemy)))
+                       || ((trace_fraction < 1) && (trace_ent != this.enemy))
+                       )
                {
                        this.enemy = NULL;
-                       //this.pass_distance = 0;
                }
 
                if(this.enemy)
@@ -662,42 +683,6 @@ vector Monster_Move_Target(entity this, entity targ)
        }
 }
 
-void Monster_CalculateVelocity(entity this, vector to, vector from, float turnrate, float movespeed)
-{
-       //float current_distance = vlen((('1 0 0' * to.x) + ('0 1 0' * to.y)) - (('1 0 0' * from.x) + ('0 1 0' * from.y))); // for the sake of this check, exclude Z axis
-       //float initial_height = 0; //min(50, (targ_distance * tanh(20)));
-       //float current_height = (initial_height * min(1, (this.pass_distance) ? (current_distance / this.pass_distance) : current_distance));
-       //print("current_height = ", ftos(current_height), ", initial_height = ", ftos(initial_height), ".\n");
-
-       vector targpos = to;
-#if 0
-       if(current_height) // make sure we can actually do this arcing path
-       {
-               targpos = (to + ('0 0 1' * current_height));
-               WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
-               if(trace_fraction < 1)
-               {
-                       //print("normal arc line failed, trying to find new pos...");
-                       WarpZone_TraceLine(to, targpos, MOVE_NOMONSTERS, this);
-                       targpos = (trace_endpos + '0 0 -10');
-                       WarpZone_TraceLine(this.origin, targpos, MOVE_NOMONSTERS, this);
-                       if(trace_fraction < 1) { targpos = to; /* print(" ^1FAILURE^7, reverting to original direction.\n"); */ }
-                       /*else { print(" ^3SUCCESS^7, using new arc line.\n"); } */
-               }
-       }
-       else { targpos = to; }
-#endif
-
-       //this.angles = normalize(('0 1 0' * to_y) - ('0 1 0' * from_y));
-
-       vector desired_direction = normalize(targpos - from);
-       if(turnrate) { this.velocity = (normalize(normalize(this.velocity) + (desired_direction * 50)) * movespeed); }
-       else { this.velocity = (desired_direction * movespeed); }
-
-       //this.steerto = steerlib_attract2(targpos, 0.5, 500, 0.95);
-       //this.angles = vectoangles(this.velocity);
-}
-
 .entity draggedby;
 
 void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
@@ -799,13 +784,15 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
        if(!(this.spawnflags & MONSTERFLAG_FLY_VERTICAL) && !(this.flags & FL_SWIM))
                this.moveto_z = this.origin_z;
 
-       if(vdist(this.origin - this.moveto, >, 100))
+       fixedmakevectors(this.angles);
+       float vz = this.velocity_z;
+
+       if(!turret_closetotarget(this, this.moveto, 16))
        {
                bool do_run = (this.enemy || this.monster_moveto);
-               if(IS_ONGROUND(this) || ((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
-                       Monster_CalculateVelocity(this, this.moveto, this.origin, true, ((do_run) ? runspeed : walkspeed));
+               movelib_move_simple(this, v_forward, ((do_run) ? runspeed : walkspeed), 0.4);
 
-               if(time > this.pain_finished && time > this.anim_finished) // TODO: use anim_finished instead!?
+               if(time > this.pain_finished && time > this.anim_finished)
                if(!this.state)
                {
                        if(vdist(this.velocity, >, 10))
@@ -829,6 +816,9 @@ void Monster_Move(entity this, float runspeed, float walkspeed, float stpspeed)
                        setanim(this, this.anim_idle, true, false, false);
        }
 
+       if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
+               this.velocity_z = vz;
+
        this.steerto = steerlib_attract2(this, ((this.monster_face) ? this.monster_face : this.moveto), 0.5, 500, 0.95);
 
        vector real_angle = vectoangles(this.steerto) - this.angles;
@@ -867,6 +857,9 @@ void Monster_Dead_Think(entity this)
 {
        this.nextthink = time + this.ticrate;
 
+       Monster mon = Monsters_from(this.monsterid);
+       mon.mr_deadthink(mon, this);
+
        if(this.monster_lifetime != 0)
        if(time >= this.monster_lifetime)
        {
@@ -971,6 +964,7 @@ void Monster_Dead(entity this, entity attacker, float gibbed)
        this.state                      = 0;
        this.attack_finished_single[0] = 0;
        this.effects = 0;
+       this.dphitcontentsmask &= ~DPCONTENTS_BODY;
 
        if(!((this.flags & FL_FLY) || (this.flags & FL_SWIM)))
                this.velocity = '0 0 0';
@@ -1199,21 +1193,20 @@ void Monster_Frozen_Think(entity this)
 
 void Monster_Enemy_Check(entity this)
 {
-       if(!this.enemy)
+       if(this.enemy)
+               return;
+
+       this.enemy = Monster_FindTarget(this);
+       if(this.enemy)
        {
-               this.enemy = Monster_FindTarget(this);
-               if(this.enemy)
-               {
-                       WarpZone_RefSys_Copy(this.enemy, this);
-                       WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
-                       // update move target immediately?
-                       this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
-                       this.monster_moveto = '0 0 0';
-                       this.monster_face = '0 0 0';
-
-                       //this.pass_distance = vlen((('1 0 0' * this.enemy.origin_x) + ('0 1 0' * this.enemy.origin_y)) - (('1 0 0' *  this.origin_x) + ('0 1 0' *  this.origin_y)));
-                       Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
-               }
+               WarpZone_RefSys_Copy(this.enemy, this);
+               WarpZone_RefSys_AddInverse(this.enemy, this); // wz1^-1 ... wzn^-1 receiver
+               // update move target immediately?
+               this.moveto = WarpZone_RefSys_TransformOrigin(this.enemy, this, (0.5 * (this.enemy.absmin + this.enemy.absmax)));
+               this.monster_moveto = '0 0 0';
+               this.monster_face = '0 0 0';
+
+               Monster_Sound(this, monstersound_sight, 0, false, CH_VOICE);
        }
 }
 
@@ -1275,6 +1268,7 @@ bool Monster_Spawn_Setup(entity this)
 
        this.max_health = GetResource(this, RES_HEALTH);
        this.pain_finished = this.nextthink;
+       this.last_enemycheck = this.spawn_time + random(); // slight delay
 
        if(IS_PLAYER(this.monster_follow))
                this.effects |= EF_DIMLIGHT;
@@ -1354,6 +1348,9 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
        else
                setmodel(this, mon.m_model);
 
+       if(!this.monster_name || this.monster_name == "")
+               this.monster_name = mon.monster_name;
+
        this.flags                              = FL_MONSTER;
        this.classname                  = "monster";
        this.takedamage                 = DAMAGE_AIM;
@@ -1381,11 +1378,8 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
        this.reset                              = Monster_Reset;
        this.netname                    = mon.netname;
        this.monster_attackfunc = mon.monster_attackfunc;
-       this.monster_name               = mon.monster_name;
        this.candrop                    = true;
-       this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
        this.oldtarget2                 = this.target2;
-       //this.pass_distance            = 0;
        this.deadflag                   = DEAD_NO;
        this.spawn_time                 = time;
        this.gravity                    = 1;
@@ -1400,7 +1394,7 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
        if(autocvar_g_nodepthtestplayers) { this.effects |= EF_NODEPTHTEST; }
        if(mon.spawnflags & MONSTER_TYPE_SWIM) { this.flags |= FL_SWIM; }
 
-       if(autocvar_g_playerclip_collisions)
+       if(autocvar_g_monsters_playerclip_collisions)
                this.dphitcontentsmask |= DPCONTENTS_PLAYERCLIP;
 
        if(mon.spawnflags & MONSTER_TYPE_FLY)
@@ -1409,17 +1403,11 @@ bool Monster_Spawn(entity this, bool check_appear, int mon_id)
                set_movetype(this, MOVETYPE_FLY);
        }
 
-       if(!(this.spawnflags & MONSTERFLAG_RESPAWNED))
-       {
-               if(mon.spawnflags & MONSTER_SIZE_BROKEN)
-                       this.scale *= 1.3;
-
-               if(mon.spawnflags & MONSTER_SIZE_QUAKE)
-               if(autocvar_g_monsters_quake_resize)
-                       this.scale *= 1.3;
-       }
+       if((mon.spawnflags & MONSTER_SIZE_QUAKE) && autocvar_g_monsters_quake_resize && !(this.spawnflags & MONSTERFLAG_RESPAWNED))
+               this.scale *= 1.3;
 
        setsize(this, mon.m_mins * this.scale, mon.m_maxs * this.scale);
+       this.view_ofs                   = '0 0 0.7' * (this.maxs_z * 0.5);
 
        this.ticrate = bound(sys_frametime, ((!this.ticrate) ? autocvar_g_monsters_think_delay : this.ticrate), 60);
 
index a9a2ee655139555dfc70bb72ae875d9fc2061a28..7ef0de35c61b354292992cf4932e8ad279b0b566 100644 (file)
@@ -304,9 +304,9 @@ string multiteam_info_sprintf(string input, string teamname) { return ((input !=
     MSG_INFO_NOTIF(DEATH_SELF_GENERIC,                      N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_selfkill",      _("^BG%s^K1 died%s%s"), "")
     MSG_INFO_NOTIF(DEATH_SELF_LAVA,                         N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_lava",          _("^BG%s^K1 turned into hot slag%s%s"), _("^BG%s^K1 found a hot place%s%s"))
     MSG_INFO_NOTIF(DEATH_SELF_MON_MAGE,                     N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 was exploded by a Mage%s%s"), "")
-    MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW,            N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1's innards became outwards by a Shambler%s%s"), "")
-    MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH,           N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 was smashed by a Shambler%s%s"), "")
-    MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP,             N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 was zapped to death by a Shambler%s%s"), "")
+    MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_CLAW,               N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1's innards became outwards by a Golem%s%s"), "")
+    MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_SMASH,              N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 was smashed by a Golem%s%s"), "")
+    MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_ZAP,                N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 was zapped to death by a Golem%s%s"), "")
     MSG_INFO_NOTIF(DEATH_SELF_MON_SPIDER,                   N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 was bitten by a Spider%s%s"), "")
     MSG_INFO_NOTIF(DEATH_SELF_MON_WYVERN,                   N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 was fireballed by a Wyvern%s%s"), "")
     MSG_INFO_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP,              N_CONSOLE,  2, 1, "s1 s2loc spree_lost", "s1",      "notify_death",         _("^BG%s^K1 joins the Zombies%s%s"), "")
@@ -838,9 +838,9 @@ string multiteam_info_sprintf(string input, string teamname) { return ((input !=
     MSG_MULTI_NOTIF(DEATH_SELF_GENERIC,                 N_ENABLE,  NULL,           INFO_DEATH_SELF_GENERIC,                CENTER_DEATH_SELF_GENERIC)
     MSG_MULTI_NOTIF(DEATH_SELF_LAVA,                    N_ENABLE,  NULL,           INFO_DEATH_SELF_LAVA,                   CENTER_DEATH_SELF_LAVA)
     MSG_MULTI_NOTIF(DEATH_SELF_MON_MAGE,                N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_MAGE,               CENTER_DEATH_SELF_MONSTER)
-    MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW,       N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_SHAMBLER_CLAW,      CENTER_DEATH_SELF_MONSTER)
-    MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH,      N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_SHAMBLER_SMASH,     CENTER_DEATH_SELF_MONSTER)
-    MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP,        N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_SHAMBLER_ZAP,       CENTER_DEATH_SELF_MONSTER)
+    MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_CLAW,          N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_GOLEM_CLAW,         CENTER_DEATH_SELF_MONSTER)
+    MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_SMASH,         N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_GOLEM_SMASH,        CENTER_DEATH_SELF_MONSTER)
+    MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_ZAP,           N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_GOLEM_ZAP,          CENTER_DEATH_SELF_MONSTER)
     MSG_MULTI_NOTIF(DEATH_SELF_MON_SPIDER,              N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_SPIDER,             CENTER_DEATH_SELF_MONSTER)
     MSG_MULTI_NOTIF(DEATH_SELF_MON_WYVERN,              N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_WYVERN,             CENTER_DEATH_SELF_MONSTER)
     MSG_MULTI_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP,         N_ENABLE,  NULL,           INFO_DEATH_SELF_MON_ZOMBIE_JUMP,        CENTER_DEATH_SELF_MONSTER)
index d8587b14a809954a433f033fe88e5e33245c49d8..372daf928e02823d9d1dc92e0db1f309c54c4fe2 100644 (file)
@@ -1241,9 +1241,9 @@ void turret_initparams(entity tur)
        #undef TRY
 }
 
-bool turret_closetotarget(entity this, vector targ)
+bool turret_closetotarget(entity this, vector targ, float range)
 {
-       vector path_extra_size = '64 64 64';
+       vector path_extra_size = '1 1 1' * range;
        return boxesoverlap(targ - path_extra_size, targ + path_extra_size, this.absmin - path_extra_size, this.absmax + path_extra_size);
 }
 
index f7b14b0a65e5641295c962018bd6bd89ee70210f..df84da1b68ae538dd3a5be38c4400df8a1281929 100644 (file)
@@ -70,7 +70,7 @@ void turrets_setframe(entity this, float _frame, float client_only);
 bool turret_initialize(entity this, Turret tur);
 
 // returns true when box overlaps with a given location
-bool turret_closetotarget(entity this, vector targ);
+bool turret_closetotarget(entity this, vector targ, float range);
 
 /// Function to use for target evaluation. usualy turret_targetscore_generic
 .float(entity _turret, entity _target) turret_score_target;
index 90463697dbf9835e394f36ff343694216f8a852f..7312d0f16d34f624cc0dc37a5217ced176fee5c7 100644 (file)
@@ -17,7 +17,7 @@ const int ewheel_anim_bck_fast = 4;
 void ewheel_move_path(entity this)
 {
     // Are we close enough to a path node to switch to the next?
-    if(turret_closetotarget(this, this.pathcurrent.origin))
+    if(turret_closetotarget(this, this.pathcurrent.origin, 64))
     {
 #ifdef EWHEEL_FANCYPATH
         if (this.pathcurrent.path_next == NULL)
index 2718b1dc48e5c2051c36dfb687e31536a44c01bf..139a3a364ffaadebef904987f0486f29b2af33c3 100644 (file)
@@ -281,7 +281,7 @@ void walker_move_path(entity this)
 {
 #ifdef WALKER_FANCYPATHING
     // Are we close enougth to a path node to switch to the next?
-    if(turret_closetotarget(this, this.pathcurrent.origin))
+    if(turret_closetotarget(this, this.pathcurrent.origin, 64))
     {
         if (this.pathcurrent.path_next == NULL)
         {
@@ -312,7 +312,7 @@ void walker_move_path(entity this)
     walker_move_to(this, this.moveto, 0);
 
 #else
-    if(turret_closetotarget(this, this.pathcurrent.origin))
+    if(turret_closetotarget(this, this.pathcurrent.origin, 64))
         this.pathcurrent = this.pathcurrent.enemy;
 
     if(!this.pathcurrent)
index 5a782b98f9e462210ae5de73ec15102b340507b5..594c142494f4ea13305996c257d2745712e78727 100644 (file)
@@ -32,7 +32,7 @@ const int PROJECTILE_BUMBLE_GUN = 30;
 const int PROJECTILE_BUMBLE_BEAM = 31;
 
 const int PROJECTILE_MAGE_SPIKE = 32;
-const int PROJECTILE_SHAMBLER_LIGHTNING = 33;
+const int PROJECTILE_GOLEM_LIGHTNING = 33;
 
 const int PROJECTILE_ROCKETMINSTA_LASER = 34;
 
index 2a21242ef8ec677bfbe2975527cdf38233ce17bf..582a64ee48b2279c7dfb9e50748c078d2ec6f826 100644 (file)
@@ -14,7 +14,7 @@ void XonoticMonsterToolsDialog_fill(entity me)
        me.TR(me);
                me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "zombie", _("Zombie")));
                me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "spider", _("Spider")));
-               me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "shambler", _("Shambler")));
+               me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "golem", _("Golem")));
                me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "mage", _("Mage")));
                me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "wyvern", _("Wyvern")));
        me.TR(me);
index c0a8c6b2b54e416017cf39149ee976f55e769e90..b9b1e98343e34dbaeaeca4ecaf48066051fd33ed 100644 (file)
@@ -682,13 +682,13 @@ float updateCompression()
        GAMETYPE(MAPINFO_TYPE_ONSLAUGHT) \
        GAMETYPE(MAPINFO_TYPE_ASSAULT) \
        /* GAMETYPE(MAPINFO_TYPE_DUEL) */ \
-       /* GAMETYPE(MAPINFO_TYPE_INVASION) */ \
        /**/
 
 // hidden gametypes come last so indexing always works correctly
 #define HIDDEN_GAMETYPES \
        GAMETYPE(MAPINFO_TYPE_RACE) \
        GAMETYPE(MAPINFO_TYPE_CTS) \
+       GAMETYPE(MAPINFO_TYPE_INVASION) \
        /**/
 
 Gametype GameType_GetID(int cnt)
index 99077dcfe7b237fc8e1c5e59f888e6d666c4feb5..cbeb6a72e554f36cab8dbe3770a843ca84f290e2 100644 (file)
@@ -397,11 +397,13 @@ float autocvar_g_monsters_damageforcescale = 0.8;
 float autocvar_g_monsters_target_range;
 bool autocvar_g_monsters_target_infront;
 float autocvar_g_monsters_target_infront_range = 0.3;
+bool autocvar_g_monsters_target_infront_2d = true;
 float autocvar_g_monsters_attack_range;
 int autocvar_g_monsters_score_kill;
 int autocvar_g_monsters_score_spawned;
 bool autocvar_g_monsters_typefrag;
 bool autocvar_g_monsters_owners;
+bool autocvar_g_monsters_playerclip_collisions;
 float autocvar_g_monsters_miniboss_chance;
 float autocvar_g_monsters_miniboss_healthboost;
 float autocvar_g_monsters_drop_time;
index f791446eb5872a8b0a6fb37807d430bc9aa594d0..f21d715d6f2f58a8e6fd2e4be55e72b1451ff846 100644 (file)
@@ -354,7 +354,7 @@ void CommonCommand_editmob(int request, entity caller, int argc)
                                        string mon_oldname = mon.monster_name;
 
                                        mon.monster_name = argument;
-                                       if (mon.sprite)   WaypointSprite_UpdateSprites(mon.sprite, WP_Monster, WP_Null, WP_Null);
+                                       if (mon.sprite)   WaypointSprite_UpdateSprites(mon.sprite, WP_Monster, WP_Null, WP_Null); // TODO: the new name is never actually sent to CSQC!
                                        print_to(caller, sprintf("Your pet '%s' is now known as '%s'", mon_oldname, mon.monster_name));
                                        return;
                                }
index 67049e73b24261fee11aacd7e1a66791496d2bd7..d8eba631ba68fe7132670f821b2b6e9aafdf8916 100644 (file)
@@ -269,7 +269,6 @@ void cvar_changes_init()
                BADCVAR("g_duel_not_dm_maps");
                BADCVAR("g_freezetag");
                BADCVAR("g_freezetag_teams");
-               BADCVAR("g_invasion_teams");
                BADCVAR("g_invasion_type");
                BADCVAR("g_jailbreak");
                BADCVAR("g_jailbreak_teams");
index d4d5d349449163c529ab6b5223ec7056dcb5814b..35b2d0cea8ed6445cbd92ade371474111faff072 100644 (file)
@@ -1263,7 +1263,7 @@ string uid2name(string myuid)
        return s;
 }
 
-bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance)
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos)
 {
     float m = e.dphitcontentsmask;
     e.dphitcontentsmask = goodcontents | badcontents;
@@ -1321,14 +1321,22 @@ bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax
 
                // rule 4: we must "see" some spawnpoint or item
            entity sp = NULL;
-           IL_EACH(g_spawnpoints, checkpvs(mstart, it),
+           if(frompos)
            {
-               if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
-               {
-                       sp = it;
-                       break;
-               }
-           });
+               if((traceline(mstart, e.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
+                       sp = e;
+           }
+           if(!sp)
+           {
+                   IL_EACH(g_spawnpoints, checkpvs(mstart, it),
+                   {
+                       if((traceline(mstart, it.origin, MOVE_NORMAL, e), trace_fraction) >= 1)
+                       {
+                               sp = it;
+                               break;
+                       }
+                   });
+               }
                if(!sp)
                {
                        int items_checked = 0;
@@ -1385,9 +1393,9 @@ bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax
     return false;
 }
 
-float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance)
+bool MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance)
 {
-       return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance);
+       return MoveToRandomLocationWithinBounds(e, world.mins, world.maxs, goodcontents, badcontents, badsurfaceflags, attempts, maxaboveground, minviewdistance, false);
 }
 
 void write_recordmarker(entity pl, float tstart, float dt)
index 35fc07beac4b5c51c81fed7ca02caeee37a33928..949e0e997513108b80259c148140ddfa7476a8ee 100644 (file)
@@ -74,9 +74,9 @@ float LostMovetypeFollow(entity ent);
 
 string uid2name(string myuid);
 
-bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
+bool MoveToRandomLocationWithinBounds(entity e, vector boundmin, vector boundmax, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance, bool frompos);
 
-float MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, float attempts, float maxaboveground, float minviewdistance);
+bool MoveToRandomMapLocation(entity e, float goodcontents, float badcontents, float badsurfaceflags, int attempts, float maxaboveground, float minviewdistance);
 
 string NearestLocation(vector p);
 
diff --git a/scripts/golem.shader b/scripts/golem.shader
new file mode 100644 (file)
index 0000000..5ccfd24
--- /dev/null
@@ -0,0 +1,8 @@
+golem
+{
+       dpreflectcube cubemaps/default/sky
+       {
+               map textures/golem.tga
+               rgbgen lightingDiffuse
+       }
+}
\ No newline at end of file
diff --git a/scripts/nanomage.shader b/scripts/nanomage.shader
new file mode 100644 (file)
index 0000000..c0bd334
--- /dev/null
@@ -0,0 +1,8 @@
+nanomage
+{
+       dpreflectcube cubemaps/default/sky
+       {
+               map textures/nanomage.tga
+               rgbgen lightingDiffuse
+       }
+}
\ No newline at end of file
diff --git a/scripts/spider.shader b/scripts/spider.shader
new file mode 100644 (file)
index 0000000..ed47960
--- /dev/null
@@ -0,0 +1,8 @@
+spider
+{
+       dpreflectcube cubemaps/default/sky
+       {
+               map textures/spider.tga
+               rgbgen lightingDiffuse
+       }
+}
\ No newline at end of file
diff --git a/sound/monsters/troll/death1.wav b/sound/monsters/troll/death1.wav
new file mode 100644 (file)
index 0000000..211656a
Binary files /dev/null and b/sound/monsters/troll/death1.wav differ
diff --git a/sound/monsters/troll/death2.wav b/sound/monsters/troll/death2.wav
new file mode 100644 (file)
index 0000000..bd68826
Binary files /dev/null and b/sound/monsters/troll/death2.wav differ
diff --git a/sound/monsters/troll/death3.wav b/sound/monsters/troll/death3.wav
new file mode 100644 (file)
index 0000000..09608f5
Binary files /dev/null and b/sound/monsters/troll/death3.wav differ
diff --git a/sound/monsters/troll/idle1.wav b/sound/monsters/troll/idle1.wav
new file mode 100644 (file)
index 0000000..cc67c22
Binary files /dev/null and b/sound/monsters/troll/idle1.wav differ
diff --git a/sound/monsters/troll/idle2.wav b/sound/monsters/troll/idle2.wav
new file mode 100644 (file)
index 0000000..478913d
Binary files /dev/null and b/sound/monsters/troll/idle2.wav differ
diff --git a/sound/monsters/troll/melee.wav b/sound/monsters/troll/melee.wav
new file mode 100644 (file)
index 0000000..cc67c22
Binary files /dev/null and b/sound/monsters/troll/melee.wav differ
diff --git a/sound/monsters/troll/pain1.wav b/sound/monsters/troll/pain1.wav
new file mode 100644 (file)
index 0000000..328dafc
Binary files /dev/null and b/sound/monsters/troll/pain1.wav differ
diff --git a/sound/monsters/troll/pain2.wav b/sound/monsters/troll/pain2.wav
new file mode 100644 (file)
index 0000000..2c056bd
Binary files /dev/null and b/sound/monsters/troll/pain2.wav differ
diff --git a/sound/monsters/troll/sight.wav b/sound/monsters/troll/sight.wav
new file mode 100644 (file)
index 0000000..85e5682
Binary files /dev/null and b/sound/monsters/troll/sight.wav differ
diff --git a/textures/glow_reflect.tga b/textures/glow_reflect.tga
new file mode 100644 (file)
index 0000000..6615d49
Binary files /dev/null and b/textures/glow_reflect.tga differ
diff --git a/textures/golem.tga b/textures/golem.tga
new file mode 100644 (file)
index 0000000..83456ae
Binary files /dev/null and b/textures/golem.tga differ
diff --git a/textures/golem_gloss.tga b/textures/golem_gloss.tga
new file mode 100644 (file)
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