1 #ifdef REGISTER_MONSTER
4 /* function */ m_zombie,
5 /* spawnflags */ MON_FLAG_MELEE,
6 /* mins,maxs */ '-18 -18 -25', '18 18 47',
7 /* model */ "zombie.dpm",
8 /* netname */ "zombie",
9 /* fullname */ _("Zombie")
12 #define ZOMBIE_SETTINGS(monster) \
13 MON_ADD_CVAR(monster, health) \
14 MON_ADD_CVAR(monster, attack_melee_damage) \
15 MON_ADD_CVAR(monster, attack_melee_delay) \
16 MON_ADD_CVAR(monster, attack_leap_damage) \
17 MON_ADD_CVAR(monster, attack_leap_force) \
18 MON_ADD_CVAR(monster, attack_leap_speed) \
19 MON_ADD_CVAR(monster, attack_leap_delay) \
20 MON_ADD_CVAR(monster, speed_stop) \
21 MON_ADD_CVAR(monster, speed_run) \
22 MON_ADD_CVAR(monster, speed_walk)
25 ZOMBIE_SETTINGS(zombie)
29 const float zombie_anim_attackleap = 0;
30 const float zombie_anim_attackrun1 = 1;
31 const float zombie_anim_attackrun2 = 2;
32 const float zombie_anim_attackrun3 = 3;
33 const float zombie_anim_attackstanding1 = 4;
34 const float zombie_anim_attackstanding2 = 5;
35 const float zombie_anim_attackstanding3 = 6;
36 const float zombie_anim_blockend = 7;
37 const float zombie_anim_blockstart = 8;
38 const float zombie_anim_deathback1 = 9;
39 const float zombie_anim_deathback2 = 10;
40 const float zombie_anim_deathback3 = 11;
41 const float zombie_anim_deathfront1 = 12;
42 const float zombie_anim_deathfront2 = 13;
43 const float zombie_anim_deathfront3 = 14;
44 const float zombie_anim_deathleft1 = 15;
45 const float zombie_anim_deathleft2 = 16;
46 const float zombie_anim_deathright1 = 17;
47 const float zombie_anim_deathright2 = 18;
48 const float zombie_anim_idle = 19;
49 const float zombie_anim_painback1 = 20;
50 const float zombie_anim_painback2 = 21;
51 const float zombie_anim_painfront1 = 22;
52 const float zombie_anim_painfront2 = 23;
53 const float zombie_anim_runbackwards = 24;
54 const float zombie_anim_runbackwardsleft = 25;
55 const float zombie_anim_runbackwardsright = 26;
56 const float zombie_anim_runforward = 27;
57 const float zombie_anim_runforwardleft = 28;
58 const float zombie_anim_runforwardright = 29;
59 const float zombie_anim_spawn = 30;
61 void zombie_attack_leap_touch()
70 angles_face = vectoangles(self.moveto - self.origin);
71 angles_face = normalize(angles_face) * MON_CVAR(zombie, attack_leap_force);
72 Damage(other, self, self, MON_CVAR(zombie, attack_leap_damage) * Monster_SkillModifier(), DEATH_MONSTER_ZOMBIE_JUMP, other.origin, angles_face);
73 self.touch = MonsterTouch; // instantly turn it off to stop damage spam
76 if (trace_dphitcontents)
77 self.touch = MonsterTouch;
80 void zombie_blockend()
85 self.frame = zombie_anim_blockend;
87 self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
92 self.frame = zombie_anim_blockstart;
93 self.armorvalue = 100;
94 self.m_armor_blockpercent = 0.9;
95 self.state = MONSTER_STATE_ATTACK_MELEE; // freeze monster
96 self.attack_finished_single = time + 2.1;
98 defer(2, zombie_blockend);
103 float zombie_attack(float attack_type)
107 case MONSTER_ATTACK_MELEE:
109 float rand = random(), chosen_anim;
112 chosen_anim = zombie_anim_attackstanding1;
114 chosen_anim = zombie_anim_attackstanding2;
116 chosen_anim = zombie_anim_attackstanding3;
118 if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
119 return zombie_block();
121 return monster_melee(self.enemy, MON_CVAR(zombie, attack_melee_damage), chosen_anim, self.attack_range, MON_CVAR(zombie, attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
123 case MONSTER_ATTACK_RANGED:
125 makevectors(self.angles);
126 return monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * MON_CVAR(zombie, attack_leap_speed) + '0 0 200', MON_CVAR(zombie, attack_leap_delay));
133 void spawnfunc_monster_zombie()
135 self.classname = "monster_zombie";
137 self.monster_spawnfunc = spawnfunc_monster_zombie;
139 self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
141 if(Monster_CheckAppearFlags(self))
144 if not(monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
147 float m_zombie(float req)
153 monster_move(MON_CVAR(zombie, speed_run), MON_CVAR(zombie, speed_walk), MON_CVAR(zombie, speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
159 self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
160 self.frame = ((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
165 if not(self.health) self.health = MON_CVAR(zombie, health);
167 if(self.spawnflags & MONSTERFLAG_NORESPAWN)
168 self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
170 self.monster_loot = spawnfunc_item_health_medium;
171 self.monster_attackfunc = zombie_attack;
172 self.frame = zombie_anim_spawn;
173 self.spawn_time = time + 2.1;
174 self.spawnshieldtime = self.spawn_time;
175 self.respawntime = 0.2;
181 precache_model ("models/monsters/zombie.dpm");
186 MON_CONFIG_SETTINGS(ZOMBIE_SETTINGS(zombie))
196 float m_zombie(float req)
202 precache_model ("models/monsters/zombie.dpm");
211 #endif // REGISTER_MONSTER