2 const vector OGRE_MIN = '-36 -36 -20';
3 const vector OGRE_MAX = '36 36 50';
6 string OGRE_MODEL = "models/monsters/ogre.dpm";
10 float autocvar_g_monster_ogre;
11 float autocvar_g_monster_ogre_health;
12 float autocvar_g_monster_ogre_chainsaw_damage;
13 float autocvar_g_monster_ogre_speed_walk;
14 float autocvar_g_monster_ogre_speed_run;
15 float autocvar_g_monster_ogre_attack_uzi_bullets;
16 float autocvar_g_monster_ogre_attack_uzi_damage;
17 float autocvar_g_monster_ogre_attack_uzi_force;
18 float autocvar_g_monster_ogre_attack_uzi_chance;
19 float autocvar_g_monster_ogre_attack_grenade_damage;
20 float autocvar_g_monster_ogre_attack_grenade_edgedamage;
21 float autocvar_g_monster_ogre_attack_grenade_force;
22 float autocvar_g_monster_ogre_attack_grenade_radius;
25 const float ogre_anim_idle = 0;
26 const float ogre_anim_walk = 1;
27 const float ogre_anim_run = 2;
28 const float ogre_anim_pain = 3;
29 const float ogre_anim_swing = 4;
30 const float ogre_anim_die = 5;
34 self.think = ogre_think;
35 self.nextthink = time + self.ticrate;
37 monster_move(autocvar_g_monster_ogre_speed_run, autocvar_g_monster_ogre_speed_walk, 300, ogre_anim_run, ogre_anim_walk, ogre_anim_idle);
43 self.ogre_cycles += 1;
44 monsters_setframe(ogre_anim_swing);
45 if(self.ogre_cycles == 1)
46 self.attack_finished_single = time + 1.3;
47 self.angles_y = self.angles_y + random()* 25;
48 self.delay = time + 0.2;
49 self.monster_delayedattack = ogre_swing;
51 monster_melee(self.enemy, autocvar_g_monster_ogre_chainsaw_damage, 0.3, DEATH_MONSTER_OGRE_CHAINSAW, TRUE);
53 if(self.ogre_cycles >= 4)
55 self.monster_delayedattack = func_null;
62 self.ogre_cycles += 1;
64 if(self.ogre_cycles > autocvar_g_monster_ogre_attack_uzi_bullets)
66 self.monster_delayedattack = func_null;
71 monster_makevectors(self.enemy);
73 W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_ogre_attack_uzi_damage);
74 fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_ogre_attack_uzi_damage, autocvar_g_monster_ogre_attack_uzi_force, DEATH_MONSTER_OGRE_UZI, 0, 1, 115);
75 endFireBallisticBullet();
77 self.delay = time + 0.1;
78 self.monster_delayedattack = ogre_uzi_fire;
83 monsters_setframe(ogre_anim_pain);
84 self.attack_finished_single = time + 0.8;
85 self.delay = time + 0.1;
86 self.monster_delayedattack = ogre_uzi_fire;
89 void ogre_grenade_explode()
91 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
92 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
94 self.event_damage = func_null;
95 self.takedamage = DAMAGE_NO;
97 if(self.movetype == MOVETYPE_NONE)
98 self.velocity = self.oldvelocity;
100 RadiusDamage (self, self.realowner, autocvar_g_monster_ogre_attack_grenade_damage, autocvar_g_monster_ogre_attack_grenade_edgedamage, autocvar_g_monster_ogre_attack_grenade_radius, world, autocvar_g_monster_ogre_attack_grenade_force, self.projectiledeathtype, other);
105 void ogre_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
107 if (self.health <= 0)
110 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
111 return; // g_projectiles_damage says to halt
113 self.health = self.health - damage;
115 if (self.health <= 0)
116 W_PrepareExplosionByDamage(attacker, self.use);
119 void ogre_grenade_touch()
126 void ogre_grenade_think()
128 self.nextthink = time;
132 ogre_grenade_explode();
141 monster_makevectors(self.enemy);
143 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_monster_ogre_attack_grenade_damage);
144 w_shotdir = v_forward; // no TrueAim for grenades please
147 gren.owner = gren.realowner = self;
148 gren.classname = "grenade";
149 gren.bot_dodge = TRUE;
150 gren.bot_dodgerating = autocvar_g_monster_ogre_attack_grenade_damage;
151 gren.movetype = MOVETYPE_BOUNCE;
152 PROJECTILE_MAKETRIGGER(gren);
153 gren.projectiledeathtype = DEATH_MONSTER_OGRE_GRENADE;
154 setorigin(gren, w_shotorg);
155 setsize(gren, '-3 -3 -3', '3 3 3');
158 gren.nextthink = time;
159 gren.think = ogre_grenade_think;
160 gren.use = ogre_grenade_explode;
161 gren.touch = ogre_grenade_touch;
163 gren.takedamage = DAMAGE_YES;
164 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
165 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
166 gren.event_damage = ogre_grenade_damage;
167 gren.damagedbycontents = TRUE;
168 gren.missile_flags = MIF_SPLASH | MIF_ARC;
169 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
171 gren.angles = vectoangles (gren.velocity);
172 gren.flags = FL_PROJECTILE;
174 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
177 monsters_setframe(ogre_anim_pain);
178 self.attack_finished_single = time + 1.2;
183 self.ogre_cycles = 0;
184 if (random() <= autocvar_g_monster_ogre_attack_uzi_chance)
198 self.ogre_cycles = 0;
205 Monster_CheckDropCvars ("ogre");
207 self.think = monster_dead_think;
208 self.nextthink = time + self.ticrate;
209 self.ltime = time + 5;
210 monsters_setframe(ogre_anim_die);
212 monster_hook_death(); // for post-death mods
218 self.health = autocvar_g_monster_ogre_health;
220 self.damageforcescale = 0.003;
221 self.classname = "monster_ogre";
222 self.checkattack = GenericCheckAttack;
223 self.attack_melee = ogre_melee;
224 self.attack_ranged = ogre_missile;
225 self.nextthink = time + random() * 0.5 + 0.1;
226 self.think = ogre_think;
227 self.weapon = WEP_GRENADE_LAUNCHER;
229 monsters_setframe(ogre_anim_idle);
231 monster_setupsounds("ogre");
233 monster_hook_spawn(); // for post-spawn mods
236 void spawnfunc_monster_ogre()
238 if not(autocvar_g_monster_ogre) { remove(self); return; }
240 self.monster_spawnfunc = spawnfunc_monster_ogre;
242 if(Monster_CheckAppearFlags(self))
245 if not (monster_initialize(
246 "Ogre", MONSTER_OGRE,
249 ogre_die, ogre_spawn))
255 weapon_action(WEP_GRENADE_LAUNCHER, WR_PRECACHE);