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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ BRUISER,
4 /* function   */ m_bruiser,
5 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_MELEE | MON_FLAG_MUTATORBLOCKED,
6 /* mins,maxs  */ '-20 -20 -31', '20 20 53',
7 /* model      */ "knight.mdl",
8 /* netname    */ "bruiser",
9 /* fullname   */ _("Bruiser")
10 );
11
12 #define BRUISER_SETTINGS(monster) \
13         MON_ADD_CVAR(monster, health) \
14         MON_ADD_CVAR(monster, attack_melee_damage) \
15         MON_ADD_CVAR(monster, speed_stop) \
16         MON_ADD_CVAR(monster, speed_run) \
17         MON_ADD_CVAR(monster, speed_walk) 
18
19 #ifdef SVQC
20 BRUISER_SETTINGS(bruiser)
21 #endif // SVQC
22 #else
23 #ifdef SVQC
24 const float bruiser_anim_stand          = 0;
25 const float bruiser_anim_run            = 1;
26 const float bruiser_anim_runattack      = 2;
27 const float bruiser_anim_pain1          = 3;
28 const float bruiser_anim_pain2          = 4;
29 const float bruiser_anim_attack         = 5;
30 const float bruiser_anim_walk           = 6;
31 const float bruiser_anim_kneel          = 7;
32 const float bruiser_anim_standing       = 8;
33 const float bruiser_anim_death1         = 9;
34 const float bruiser_anim_death2         = 10;
35
36 float bruiser_attack(float attack_type)
37 {
38         switch(attack_type)
39         {
40                 case MONSTER_ATTACK_MELEE:
41                 {
42                         float len = vlen(self.velocity);
43                         
44                         return monster_melee(self.enemy, MON_CVAR(bruiser, attack_melee_damage), ((len < 50) ? bruiser_anim_attack : bruiser_anim_runattack), self.attack_range, 1.25, DEATH_MONSTER_BRUISER, FALSE);
45                 }
46                 case MONSTER_ATTACK_RANGED:
47                 {
48                         // no ranged attacks for bruiser
49                         return FALSE;
50                 }
51         }
52         
53         return FALSE;
54 }
55
56 void spawnfunc_monster_bruiser()
57 {
58         self.classname = "monster_bruiser";
59         
60         self.monster_spawnfunc = spawnfunc_monster_bruiser;
61         
62         if(Monster_CheckAppearFlags(self))
63                 return;
64         
65         if not(monster_initialize(MON_BRUISER, FALSE)) { remove(self); return; }
66 }
67
68 float m_bruiser(float req)
69 {
70         switch(req)
71         {
72                 case MR_THINK:
73                 {
74                         entity pet = world;
75                         pet = findentity(pet, monster_owner, self);
76                         float rspeed = MON_CVAR(bruiser, speed_run);
77                         
78                         if(pet)
79                         if(self.enemy)
80                         if(vlen(self.enemy.origin - pet.origin) < vlen(self.enemy.origin - self.origin))
81                                 rspeed = 0;
82                                 
83                         monster_move(rspeed, MON_CVAR(bruiser, speed_walk), MON_CVAR(bruiser, speed_stop), bruiser_anim_run, bruiser_anim_walk, bruiser_anim_stand);
84                         return TRUE;
85                 }
86                 case MR_DEATH:
87                 {
88                         self.frame = ((random() > 0.5) ? bruiser_anim_death1 : bruiser_anim_death2);
89                         return TRUE;
90                 }
91                 case MR_SETUP:
92                 {
93                         if not(self.health) self.health = MON_CVAR(bruiser, health);
94                         
95                         self.monster_loot = spawnfunc_item_armor_medium;
96                         self.monster_attackfunc = bruiser_attack;
97                         self.frame = bruiser_anim_stand;
98                         
99                         return TRUE;
100                 }
101                 case MR_PRECACHE:
102                 {
103                         precache_model ("models/monsters/knight.mdl");
104                         return TRUE;
105                 }
106                 case MR_CONFIG:
107                 {
108                         MON_CONFIG_SETTINGS(BRUISER_SETTINGS(bruiser))
109                         return TRUE;
110                 }
111         }
112         
113         return TRUE;
114 }
115
116 #endif // SVQC
117 #ifdef CSQC
118 float m_bruiser(float req)
119 {
120         switch(req)
121         {
122                 case MR_PRECACHE:
123                 {
124                         precache_model ("models/monsters/knight.mdl");
125                         return TRUE;
126                 }
127         }
128         
129         return TRUE;
130 }
131
132 #endif // CSQC
133 #endif // REGISTER_MONSTER