1 #ifdef REGISTER_MONSTER
4 /* function */ m_brute,
6 /* mins,maxs */ '-36 -36 -20', '36 36 50',
7 /* model */ "ogre.dpm",
9 /* fullname */ _("Brute")
12 #define BRUTE_SETTINGS(monster) \
13 MON_ADD_CVAR(monster, health) \
14 MON_ADD_CVAR(monster, attack_chainsaw_damage) \
15 MON_ADD_CVAR(monster, attack_uzi_bullets) \
16 MON_ADD_CVAR(monster, attack_uzi_damage) \
17 MON_ADD_CVAR(monster, attack_uzi_force) \
18 MON_ADD_CVAR(monster, attack_uzi_chance) \
19 MON_ADD_CVAR(monster, attack_grenade_damage) \
20 MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
21 MON_ADD_CVAR(monster, attack_grenade_force) \
22 MON_ADD_CVAR(monster, attack_grenade_radius) \
23 MON_ADD_CVAR(monster, attack_grenade_speed) \
24 MON_ADD_CVAR(monster, attack_grenade_speed_up) \
25 MON_ADD_CVAR(monster, speed_stop) \
26 MON_ADD_CVAR(monster, speed_run) \
27 MON_ADD_CVAR(monster, speed_walk)
34 const float brute_anim_idle = 0;
35 const float brute_anim_walk = 1;
36 const float brute_anim_run = 2;
37 const float brute_anim_pain = 3;
38 const float brute_anim_swing = 4;
39 const float brute_anim_die = 5;
45 self.brute_cycles += 1;
46 self.angles_y = self.angles_y + random()* 25;
48 monster_melee(self.enemy, MON_CVAR(brute, attack_chainsaw_damage), 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
50 if(self.brute_cycles <= 4)
51 defer(0.2, brute_blade);
56 self.brute_cycles += 1;
58 monster_makevectors(self.enemy);
60 W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, MON_CVAR(brute, attack_uzi_damage));
61 fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, MON_CVAR(brute, attack_uzi_damage), MON_CVAR(brute, attack_uzi_force), DEATH_MONSTER_BRUTE_UZI, 0, 1, 115);
62 endFireBallisticBullet();
64 if(self.brute_cycles <= MON_CVAR(brute, attack_uzi_bullets))
65 defer(0.1, brute_uzi);
68 void brute_grenade_explode()
70 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
71 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
73 self.event_damage = func_null;
74 self.takedamage = DAMAGE_NO;
76 if(self.movetype == MOVETYPE_NONE)
77 self.velocity = self.oldvelocity;
79 RadiusDamage (self, self.realowner, MON_CVAR(brute, attack_grenade_damage), MON_CVAR(brute, attack_grenade_edgedamage), MON_CVAR(brute, attack_grenade_radius), world, MON_CVAR(brute, attack_grenade_force), self.projectiledeathtype, other);
84 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
89 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
90 return; // g_projectiles_damage says to halt
92 self.health = self.health - damage;
95 W_PrepareExplosionByDamage(attacker, self.use);
98 void brute_grenade_touch()
105 void brute_grenade_think()
107 self.nextthink = time;
111 brute_grenade_explode();
120 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, MON_CVAR(brute, attack_grenade_damage));
121 w_shotdir = v_forward; // no TrueAim for grenades please
124 gren.owner = gren.realowner = self;
125 gren.classname = "grenade";
126 gren.bot_dodge = TRUE;
127 gren.bot_dodgerating = MON_CVAR(brute, attack_grenade_damage);
128 gren.movetype = MOVETYPE_BOUNCE;
129 PROJECTILE_MAKETRIGGER(gren);
130 gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
131 setorigin(gren, w_shotorg);
132 setsize(gren, '-3 -3 -3', '3 3 3');
135 gren.nextthink = time;
136 gren.think = brute_grenade_think;
137 gren.use = brute_grenade_explode;
138 gren.touch = brute_grenade_touch;
140 gren.takedamage = DAMAGE_YES;
142 gren.damageforcescale = 0;
143 gren.event_damage = brute_grenade_damage;
144 gren.damagedbycontents = TRUE;
145 gren.missile_flags = MIF_SPLASH | MIF_ARC;
146 W_SetupProjectileVelocityEx(gren, w_shotdir, v_up, MON_CVAR(brute, attack_grenade_speed), MON_CVAR(brute, attack_grenade_speed_up), 0, 0, FALSE);
148 gren.angles = vectoangles (gren.velocity);
149 gren.flags = FL_PROJECTILE;
151 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
154 float brute_attack(float attack_type)
158 case MONSTER_ATTACK_MELEE:
160 self.brute_cycles = 0;
161 monsters_setframe(brute_anim_swing);
162 self.attack_finished_single = time + 1.3;
167 case MONSTER_ATTACK_RANGED:
169 self.brute_cycles = 0;
170 if(random() <= MON_CVAR(brute, attack_uzi_chance))
172 monsters_setframe(brute_anim_pain);
173 self.attack_finished_single = time + 0.8;
174 defer(0.1, brute_uzi);
178 monster_makevectors(self.enemy);
180 monsters_setframe(brute_anim_pain);
181 self.attack_finished_single = time + 1.2;
191 void spawnfunc_monster_brute()
193 self.classname = "monster_brute";
195 self.monster_spawnfunc = spawnfunc_monster_brute;
197 if(Monster_CheckAppearFlags(self))
200 if not(monster_initialize(MON_BRUTE, FALSE)) { remove(self); return; }
203 float m_brute(float req)
209 monster_move(MON_CVAR(brute, speed_run), MON_CVAR(brute, speed_walk), MON_CVAR(brute, speed_stop), brute_anim_run, brute_anim_walk, brute_anim_idle);
214 monsters_setframe(brute_anim_die);
219 if not(self.health) self.health = MON_CVAR(brute, health);
221 self.monster_attackfunc = brute_attack;
222 monsters_setframe(brute_anim_idle);
223 self.weapon = WEP_GRENADE_LAUNCHER;
234 MON_CONFIG_SETTINGS(BRUTE_SETTINGS(brute))
244 float m_brute(float req)
255 precache_model ("models/monsters/ogre.dpm");
264 #endif // REGISTER_MONSTER