4 float autocvar_g_monster_zombie_health;
5 float autocvar_g_monster_zombie_damageforcescale = 0.55;
6 float autocvar_g_monster_zombie_attack_melee_damage;
7 float autocvar_g_monster_zombie_attack_melee_delay;
8 float autocvar_g_monster_zombie_attack_leap_damage;
9 float autocvar_g_monster_zombie_attack_leap_force;
10 float autocvar_g_monster_zombie_attack_leap_speed;
11 float autocvar_g_monster_zombie_attack_leap_delay;
12 float autocvar_g_monster_zombie_speed_stop;
13 float autocvar_g_monster_zombie_speed_run;
14 float autocvar_g_monster_zombie_speed_walk;
17 const float zombie_anim_attackleap = 0;
18 const float zombie_anim_attackrun1 = 1;
19 const float zombie_anim_attackrun2 = 2;
20 const float zombie_anim_attackrun3 = 3;
21 const float zombie_anim_attackstanding1 = 4;
22 const float zombie_anim_attackstanding2 = 5;
23 const float zombie_anim_attackstanding3 = 6;
24 const float zombie_anim_blockend = 7;
25 const float zombie_anim_blockstart = 8;
26 const float zombie_anim_deathback1 = 9;
27 const float zombie_anim_deathback2 = 10;
28 const float zombie_anim_deathback3 = 11;
29 const float zombie_anim_deathfront1 = 12;
30 const float zombie_anim_deathfront2 = 13;
31 const float zombie_anim_deathfront3 = 14;
32 const float zombie_anim_deathleft1 = 15;
33 const float zombie_anim_deathleft2 = 16;
34 const float zombie_anim_deathright1 = 17;
35 const float zombie_anim_deathright2 = 18;
36 const float zombie_anim_idle = 19;
37 const float zombie_anim_painback1 = 20;
38 const float zombie_anim_painback2 = 21;
39 const float zombie_anim_painfront1 = 22;
40 const float zombie_anim_painfront2 = 23;
41 const float zombie_anim_runbackwards = 24;
42 const float zombie_anim_runbackwardsleft = 25;
43 const float zombie_anim_runbackwardsright = 26;
44 const float zombie_anim_runforward = 27;
45 const float zombie_anim_runforwardleft = 28;
46 const float zombie_anim_runforwardright = 29;
47 const float zombie_anim_spawn = 30;
52 void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
54 if (GetResource(this, RES_HEALTH) <= 0)
59 if(toucher.takedamage)
61 angles_face = vectoangles(this.moveto - this.origin);
62 angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
63 Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, DMG_NOWEP, toucher.origin, angles_face);
64 settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
68 if (trace_dphitcontents)
71 settouch(this, Monster_Touch);
75 void M_Zombie_Defend_Block_End(entity this)
77 if(GetResource(this, RES_HEALTH) <= 0)
80 setanim(this, this.anim_blockend, false, true, true);
81 SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
84 bool M_Zombie_Defend_Block(entity this)
86 SetResourceExplicit(this, RES_ARMOR, 0.9);
87 this.state = MONSTER_ATTACK_MELEE; // freeze monster
88 this.attack_finished_single[0] = time + 2.1;
89 this.anim_finished = this.attack_finished_single[0];
90 setanim(this, this.anim_blockstart, false, true, true);
92 Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End);
97 bool M_Zombie_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
101 case MONSTER_ATTACK_MELEE:
103 if(random() < 0.3 && GetResource(actor, RES_HEALTH) < 75 && GetResource(actor.enemy, RES_HEALTH) > 10)
104 return M_Zombie_Defend_Block(actor);
106 float anim_chance = random();
109 if(anim_chance < 0.33)
110 chosen_anim = actor.anim_melee1;
111 else if(anim_chance < 0.66)
112 chosen_anim = actor.anim_melee2;
114 chosen_anim = actor.anim_melee3;
116 return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
118 case MONSTER_ATTACK_RANGED:
120 makevectors(actor.angles);
121 return Monster_Attack_Leap(actor, actor.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
128 spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE.monsterid); }
132 METHOD(Zombie, mr_think, bool(Zombie this, entity actor))
135 if(time >= actor.spawn_time)
136 actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
140 METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, entity attacker, float deathtype))
143 actor.pain_finished = time + 0.34;
144 setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
148 METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
151 SetResourceExplicit(actor, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
153 setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
158 METHOD(Zombie, mr_anim, bool(Zombie this, entity actor))
161 vector none = '0 0 0';
162 actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
163 actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
164 actor.anim_spawn = animfixfps(actor, '30 1 3', none);
165 actor.anim_walk = animfixfps(actor, '27 1 1', none);
166 actor.anim_idle = animfixfps(actor, '19 1 1', none);
167 actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
168 actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
169 actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
170 actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
171 actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
172 actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
173 actor.anim_run = animfixfps(actor, '27 1 1', none);
174 actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
175 actor.anim_blockend = animfixfps(actor, '7 1 1', none);
180 METHOD(Zombie, mr_setup, bool(Zombie this, entity actor))
183 if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_zombie_health);
184 if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
185 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
186 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
188 if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
189 actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
191 actor.spawnflags &= ~MONSTERFLAG_APPEAR; // once it's appeared, it will respawn quickly, we don't want it to appear
193 actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
195 actor.monster_loot = ITEM_HealthMedium;
196 actor.monster_attackfunc = M_Zombie_Attack;
197 actor.spawnshieldtime = actor.spawn_time;
198 actor.respawntime = 0.2;
199 actor.damageforcescale = 0.0001; // no push while spawning
201 setanim(actor, actor.anim_spawn, false, true, true);
202 actor.spawn_time = actor.animstate_endtime;