float autocvar_g_monster_golem_health;
float autocvar_g_monster_golem_damageforcescale = 0.1;
float autocvar_g_monster_golem_attack_smash_damage;
-float autocvar_g_monster_golem_attack_smash_range;
+float autocvar_g_monster_golem_attack_smash_force = 100;
+float autocvar_g_monster_golem_attack_smash_range = 200;
float autocvar_g_monster_golem_attack_claw_damage;
float autocvar_g_monster_golem_attack_lightning_damage;
float autocvar_g_monster_golem_attack_lightning_damage_zap = 15;
float autocvar_g_monster_golem_speed_run;
float autocvar_g_monster_golem_speed_walk;
-/*
-const float golem_anim_stand = 0;
-const float golem_anim_walk = 1;
-const float golem_anim_run = 2;
-const float golem_anim_smash = 3;
-const float golem_anim_swingr = 4;
-const float golem_anim_swingl = 5;
-const float golem_anim_magic = 6;
-const float golem_anim_pain = 7;
-const float golem_anim_death = 8;
-*/
-
.float golem_lastattack; // delay attacks separately
void M_Golem_Attack_Smash(entity this)
Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
- // RadiusDamage does NOT support custom starting location, which means we must use this hack...
-
- tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_golem_attack_smash_range, MOVE_NORMAL, this);
+ vector loc = this.origin + v_forward * 50;
- if(trace_ent.takedamage)
- Damage(trace_ent, this, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin));
+ entity dmgent = spawn();
+ dmgent.owner = dmgent.realowner = this;
+ setorigin(dmgent, loc);
+ RadiusDamage (dmgent, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), (autocvar_g_monster_golem_attack_smash_damage * 0.5) * MONSTER_SKILLMOD(this),
+ autocvar_g_monster_golem_attack_smash_range, this, NULL, autocvar_g_monster_golem_attack_smash_force, DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, NULL);
+ delete(dmgent);
}
void M_Golem_Attack_Swing(entity this)
Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_golem_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_GOLEM_CLAW.m_id, true);
}
-#include <common/effects/qc/all.qh>
+#include <common/effects/qc/_mod.qh>
void M_Golem_Attack_Lightning_Explode(entity this, entity directhitentity)
{
this.velocity = this.oldvelocity;
RadiusDamage (this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_radius),
- NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, directhitentity);
+ NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
{
te_csqc_lightningarc(this.origin, it.origin);
- Damage(it, this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_ZAP.m_id, it.origin, '0 0 0');
+ Damage(it, this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_ZAP.m_id, DMG_NOWEP, it.origin, '0 0 0');
});
setthink(this, SUB_Remove);
M_Golem_Attack_Lightning_Explode(this, trigger);
}
-void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
{
- if (this.health <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
return;
if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
return; // g_projectiles_damage says to halt
- this.health = this.health - damage;
+ TakeResource(this, RES_HEALTH, damage);
- if (this.health <= 0)
+ if (GetResource(this, RES_HEALTH) <= 0)
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
settouch(gren, M_Golem_Attack_Lightning_Touch);
gren.takedamage = DAMAGE_YES;
- gren.health = 50;
+ SetResourceExplicit(gren, RES_HEALTH, 50);
gren.damageforcescale = 0;
gren.event_damage = M_Golem_Attack_Lightning_Damage;
gren.damagedbycontents = true;
{
case MONSTER_ATTACK_MELEE:
{
+ setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true);
int swing_cnt = bound(1, floor(random() * 4), 3);
Monster_Delay(actor, swing_cnt, 0.5, M_Golem_Attack_Swing);
actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
{
float randomness = random();
- if(time >= actor.golem_lastattack) // golem doesn't attack much
- if(IS_ONGROUND(actor))
+ if(time < actor.golem_lastattack || !IS_ONGROUND(actor))
+ return false;
+
if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
{
- setanim(actor, actor.anim_melee2, true, true, false);
- Monster_Delay(actor, 1, 0.7, M_Golem_Attack_Smash);
- actor.attack_finished_single[0] = time + 1.1;
- actor.anim_finished = time + 1.1;
+ setanim(actor, actor.anim_melee1, false, true, true);
+ Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1.2;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
actor.golem_lastattack = time + 3 + random() * 1.5;
return true;
}
else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_golem_attack_smash_range * 1.5)) // small chance, don't want this spammed
{
- setanim(actor, actor.anim_shoot, true, true, false);
+ setanim(actor, actor.anim_melee2, true, true, false);
actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
actor.attack_finished_single[0] = time + 1.1;
actor.anim_finished = 1.1;
return false;
}
-spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM.monsterid); }
+spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM); }
// compatibility
spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
#endif // SVQC
{
TC(Golem, this);
actor.pain_finished = time + 0.5;
- setanim(actor, actor.anim_pain1, true, true, false);
+ setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
return damage_take;
}
actor.anim_idle = animfixfps(actor, '0 1 1', none);
actor.anim_walk = animfixfps(actor, '1 1 1', none);
actor.anim_run = animfixfps(actor, '2 1 1', none);
- actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ //actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
//actor.anim_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
//actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
//actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds
//actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
- //actor.anim_sight = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
+ actor.anim_spawn = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
- actor.anim_die2 = animfixfps(actor, '14 1 0.5', none); // 2 seconds
- //actor.anim_dead = animfixfps(actor, '15 1 0.5', none); // 2 seconds
+ //actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
+ // dead2 16
//actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
//actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
//actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds
METHOD(Golem, mr_setup, bool(Golem this, entity actor))
{
TC(Golem, this);
- if(!actor.health) actor.health = (autocvar_g_monster_golem_health);
+ if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_golem_health);
if(!actor.attack_range) actor.attack_range = 150;
if(!actor.speed) { actor.speed = (autocvar_g_monster_golem_speed_walk); }
if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_golem_speed_run); }
actor.monster_loot = ITEM_HealthMega;
actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
- setanim(actor, actor.anim_shoot, false, true, true);
+ setanim(actor, actor.anim_spawn, false, true, true);
actor.spawn_time = actor.animstate_endtime;
- actor.spawnshieldtime = actor.spawn_time;
+ StatusEffects_apply(STATUSEFFECT_SpawnShield, actor, actor.spawn_time, 0);
actor.monster_attackfunc = M_Golem_Attack;
return true;
}
-
-METHOD(Golem, mr_precache, bool(Golem this))
-{
- TC(Golem, this);
- return true;
-}
#endif