2 const vector SOLDIER_MIN = '-16 -16 -30';
3 const vector SOLDIER_MAX = '16 16 32';
6 string SOLDIER_MODEL = "models/monsters/soldier.zym";
10 float autocvar_g_monster_soldier;
11 float autocvar_g_monster_soldier_health;
12 float autocvar_g_monster_soldier_melee_damage;
13 float autocvar_g_monster_soldier_speed_walk;
14 float autocvar_g_monster_soldier_speed_run;
15 float autocvar_g_monster_soldier_ammo;
16 float autocvar_g_monster_soldier_weapon_laser_chance;
17 float autocvar_g_monster_soldier_weapon_shotgun_chance;
18 float autocvar_g_monster_soldier_weapon_machinegun_chance;
19 float autocvar_g_monster_soldier_weapon_rocketlauncher_chance;
20 float autocvar_g_monster_soldier_attack_uzi_bullets;
21 float autocvar_g_monster_soldier_attack_uzi_damage;
22 float autocvar_g_monster_soldier_attack_uzi_force;
23 float autocvar_g_monster_soldier_attack_shotgun_damage;
24 float autocvar_g_monster_soldier_attack_shotgun_force;
25 float autocvar_g_monster_soldier_attack_shotgun_spread;
26 float autocvar_g_monster_soldier_attack_shotgun_bullets;
27 float autocvar_g_monster_soldier_attack_rocket_damage;
28 float autocvar_g_monster_soldier_attack_rocket_edgedamage;
29 float autocvar_g_monster_soldier_attack_rocket_radius;
30 float autocvar_g_monster_soldier_attack_rocket_force;
31 float autocvar_g_monster_soldier_attack_rocket_lifetime;
32 float autocvar_g_monster_soldier_attack_rocket_speed;
33 float autocvar_g_monster_soldier_attack_laser_damage;
34 float autocvar_g_monster_soldier_attack_laser_edgedamage;
35 float autocvar_g_monster_soldier_attack_laser_radius;
36 float autocvar_g_monster_soldier_attack_laser_force;
39 const float soldier_anim_die1 = 0;
40 const float soldier_anim_die2 = 1;
41 const float soldier_anim_draw = 2;
42 const float soldier_anim_duck = 3;
43 const float soldier_anim_duckwalk = 4;
44 const float soldier_anim_duckjump = 5;
45 const float soldier_anim_duckidle = 6;
46 const float soldier_anim_idle = 7;
47 const float soldier_anim_jump = 8;
48 const float soldier_anim_pain1 = 9;
49 const float soldier_anim_pain2 = 10;
50 const float soldier_anim_shoot = 11;
51 const float soldier_anim_taunt = 12;
52 const float soldier_anim_run = 13;
53 const float soldier_anim_runbackwards = 14;
54 const float soldier_anim_strafeleft = 15;
55 const float soldier_anim_straferight = 16;
56 const float soldier_anim_dead1 = 17;
57 const float soldier_anim_dead2 = 18;
58 const float soldier_anim_forwardright = 19;
59 const float soldier_anim_forwardleft = 20;
60 const float soldier_anim_backright = 21;
61 const float soldier_anim_backleft = 22;
65 self.think = soldier_think;
66 self.nextthink = time + self.ticrate;
68 if(time < self.attack_finished_single)
69 monster_move(0, 0, 0, soldier_anim_shoot, soldier_anim_shoot, soldier_anim_shoot);
71 monster_move(autocvar_g_monster_soldier_speed_run, autocvar_g_monster_soldier_speed_walk, 50, soldier_anim_run, soldier_anim_run, soldier_anim_idle);
74 void soldier_reload ()
76 self.monster_delayedattack = func_null; // out of ammo, don't keep attacking
78 monsters_setframe(soldier_anim_draw);
79 self.attack_finished_single = time + 2;
80 self.currentammo = autocvar_g_monster_soldier_ammo;
81 sound (self, CH_SHOTS, "weapons/reload.wav", VOL_BASE, ATTN_LARGE);
85 void soldier_uzi_fire ()
87 self.currentammo -= 1;
88 if(self.currentammo <= 0)
94 self.grunt_cycles += 1;
96 if(self.grunt_cycles > autocvar_g_monster_soldier_attack_uzi_bullets)
98 self.monster_delayedattack = func_null;
103 W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_soldier_attack_uzi_damage);
104 fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_soldier_attack_uzi_damage, autocvar_g_monster_soldier_attack_uzi_force, DEATH_MONSTER_MARINE, 0, 1, 115);
105 endFireBallisticBullet();
107 self.delay = time + 0.1;
108 self.monster_delayedattack = soldier_uzi_fire;
111 void soldier_rocket_explode()
113 self.event_damage = func_null;
114 self.takedamage = DAMAGE_NO;
116 pointparticles(particleeffectnum("rocket_explode"), self.origin, '0 0 0', 1);
117 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
119 RadiusDamage (self, self.realowner, autocvar_g_monster_soldier_attack_rocket_damage, autocvar_g_monster_soldier_attack_rocket_edgedamage, autocvar_g_monster_soldier_attack_rocket_radius, world, autocvar_g_monster_soldier_attack_rocket_force, self.projectiledeathtype, other);
124 void soldier_rocket_touch()
128 soldier_rocket_explode();
131 void soldier_rocket_think()
133 self.nextthink = time;
136 soldier_rocket_explode();
141 void soldier_rocket_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
143 if (self.health <= 0)
146 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
147 return; // g_projectiles_damage says to halt
149 self.health -= damage;
150 self.angles = vectoangles(self.velocity);
152 if (self.health <= 0)
153 W_PrepareExplosionByDamage(attacker, soldier_rocket_explode);
156 void soldier_rocket_fire()
160 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 5, "weapons/rocket_fire.wav", CH_WEAPON_A, autocvar_g_monster_soldier_attack_rocket_damage);
163 missile.owner = missile.realowner = self;
164 missile.classname = "rocket";
165 missile.bot_dodge = TRUE;
166 missile.bot_dodgerating = autocvar_g_monster_soldier_attack_rocket_damage * 2; // * 2 because it can be detonated inflight which makes it even more dangerous
168 missile.takedamage = DAMAGE_YES;
170 missile.event_damage = soldier_rocket_damage;
171 missile.damagedbycontents = TRUE;
173 missile.movetype = MOVETYPE_FLY;
174 PROJECTILE_MAKETRIGGER(missile);
175 missile.projectiledeathtype = DEATH_MONSTER_MARINE;
176 setsize (missile, '-3 -3 -3', '3 3 3'); // give it some size so it can be shot
178 setorigin (missile, w_shotorg - v_forward * 3); // move it back so it hits the wall at the right point
179 W_SetupProjectileVelocity(missile, autocvar_g_monster_soldier_attack_rocket_speed, 0);
180 missile.angles = vectoangles (missile.velocity);
182 missile.touch = soldier_rocket_touch;
183 missile.think = soldier_rocket_think;
184 missile.nextthink = time;
185 missile.cnt = time + autocvar_g_monster_soldier_attack_rocket_lifetime;
186 missile.flags = FL_PROJECTILE;
187 missile.missile_flags = MIF_SPLASH;
189 CSQCProjectile(missile, TRUE, PROJECTILE_ROCKET, FALSE);
192 void soldier_shotgun_fire()
195 W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 5, "weapons/shotgun_fire.wav", CH_WEAPON_A, autocvar_g_monster_soldier_attack_shotgun_damage * autocvar_g_monster_soldier_attack_shotgun_bullets);
196 for (sc = 0;sc < autocvar_g_monster_soldier_attack_shotgun_bullets;sc = sc + 1)
197 fireBallisticBullet(w_shotorg, w_shotdir, autocvar_g_monster_soldier_attack_shotgun_spread, 18000, 5, autocvar_g_monster_soldier_attack_shotgun_damage, autocvar_g_monster_soldier_attack_shotgun_force, DEATH_MONSTER_MARINE, 0, 1, 115);
198 endFireBallisticBullet();
201 void soldier_laser_touch()
205 self.event_damage = func_null;
206 RadiusDamage (self, self.realowner, autocvar_g_monster_soldier_attack_laser_damage, autocvar_g_monster_soldier_attack_laser_edgedamage, autocvar_g_monster_soldier_attack_laser_radius, world, autocvar_g_monster_soldier_attack_laser_force, self.projectiledeathtype, other);
211 void soldier_laser_fire()
215 W_SetupShot_Dir(self, v_forward, FALSE, 3, "weapons/lasergun_fire.wav", CH_WEAPON_B, autocvar_g_monster_soldier_attack_laser_damage);
218 missile.owner = missile.realowner = self;
219 missile.classname = "laserbolt";
220 PROJECTILE_MAKETRIGGER(missile);
221 missile.projectiledeathtype = DEATH_MONSTER_MARINE;
223 setorigin (missile, w_shotorg);
224 setsize(missile, '0 0 0', '0 0 0');
226 W_SETUPPROJECTILEVELOCITY(missile, g_monster_soldier_attack_laser);
227 missile.angles = vectoangles(missile.velocity);
228 missile.touch = soldier_laser_touch;
230 missile.flags = FL_PROJECTILE;
231 missile.missile_flags = MIF_SPLASH;
232 missile.movetype = MOVETYPE_FLY;
234 missile.think = SUB_Remove;
235 missile.nextthink = time + 5;
237 CSQCProjectile(missile, TRUE, PROJECTILE_LASER, TRUE);
240 float marine_attack(float attack_type)
244 case MONSTER_ATTACK_MELEE:
246 monsters_setframe(soldier_anim_shoot);
247 self.attack_finished_single = time + 0.8;
248 monster_melee(self.enemy, autocvar_g_monster_soldier_melee_damage, 0.3, DEATH_MONSTER_MARINE_SLAP, TRUE);
252 case MONSTER_ATTACK_RANGED:
254 if(self.currentammo <= 0)
261 monsters_setframe(soldier_anim_shoot);
262 monster_makevectors(self.enemy);
263 self.grunt_cycles = 0;
267 case WEP_ROCKET_LAUNCHER:
269 self.currentammo -= 1;
270 self.attack_finished_single = time + 0.8;
271 soldier_rocket_fire();
277 self.currentammo -= 1;
278 self.attack_finished_single = time + 0.8;
279 soldier_shotgun_fire();
285 self.attack_finished_single = time + 0.8;
286 self.delay = time + 0.1;
287 self.monster_delayedattack = soldier_uzi_fire;
293 self.attack_finished_single = time + 0.8;
294 soldier_laser_fire();
309 Monster_CheckDropCvars ("soldier");
311 self.think = monster_dead_think;
312 self.nextthink = time + self.ticrate;
313 self.ltime = time + 5;
314 monsters_setframe((random() > 0.5) ? soldier_anim_die1 : soldier_anim_die2);
316 monster_hook_death(); // for post-death mods
319 void soldier_spawn ()
322 self.health = autocvar_g_monster_soldier_health;
324 self.damageforcescale = 0.003;
325 self.classname = "monster_soldier";
326 self.monster_attackfunc = marine_attack;
327 self.nextthink = time + random() * 0.5 + 0.1;
328 self.think = soldier_think;
329 self.currentammo = 3;
330 self.items = (IT_SHELLS | IT_ROCKETS | IT_NAILS);
332 monsters_setframe(soldier_anim_draw);
334 monster_setupsounds("soldier");
336 setmodel(self, SOLDIER_MODEL);
338 RandomSelection_Init();
339 RandomSelection_Add(world, WEP_LASER, string_null, autocvar_g_monster_soldier_weapon_laser_chance, 1);
340 RandomSelection_Add(world, WEP_SHOTGUN, string_null, autocvar_g_monster_soldier_weapon_shotgun_chance, 1);
341 RandomSelection_Add(world, WEP_UZI, string_null, autocvar_g_monster_soldier_weapon_machinegun_chance, 1);
342 RandomSelection_Add(world, WEP_ROCKET_LAUNCHER, string_null, autocvar_g_monster_soldier_weapon_rocketlauncher_chance, 1);
344 self.weaponentity = spawn();
345 self.weaponentity.movetype = MOVETYPE_NOCLIP;
346 self.weaponentity.team = self.team;
347 self.weaponentity.solid = SOLID_NOT;
348 self.weaponentity.owner = self.weaponentity.realowner = self;
349 setmodel(self.weaponentity, "models/weapons/v_seeker.md3");
350 setattachment(self.weaponentity, self, "bip01 r hand");
352 self.armorvalue = bound(0.5, random(), 1);
353 self.weapon = RandomSelection_chosen_float;
355 monster_hook_spawn(); // for post-spawn mods
358 void spawnfunc_monster_marine()
360 if not(autocvar_g_monster_soldier) { remove(self); return; }
362 self.monster_spawnfunc = spawnfunc_monster_marine;
364 if(Monster_CheckAppearFlags(self))
367 precache_model("models/weapons/v_seeker.md3");
368 precache_model(SOLDIER_MODEL);
370 if not (monster_initialize(
371 "Marine", MONSTER_MARINE,
372 SOLDIER_MIN, SOLDIER_MAX,
374 soldier_die, soldier_spawn))
381 // compatibility with old spawns
382 void spawnfunc_monster_army() { spawnfunc_monster_marine(); }