const float zombie_anim_attackstanding1 = 4;
const float zombie_anim_attackstanding2 = 5;
const float zombie_anim_attackstanding3 = 6;
-const float zombie_anim_blockend = 7;
+const float zombie_anim_blockend = 7;
const float zombie_anim_blockstart = 8;
const float zombie_anim_deathback1 = 9;
const float zombie_anim_deathback2 = 10;
const float zombie_anim_deathleft2 = 16;
const float zombie_anim_deathright1 = 17;
const float zombie_anim_deathright2 = 18;
-const float zombie_anim_idle = 19;
-const float zombie_anim_painback1 = 20;
-const float zombie_anim_painback2 = 21;
+const float zombie_anim_idle = 19;
+const float zombie_anim_painback1 = 20;
+const float zombie_anim_painback2 = 21;
const float zombie_anim_painfront1 = 22;
const float zombie_anim_painfront2 = 23;
-const float zombie_anim_runbackwards = 24;
-const float zombie_anim_runbackwardsleft = 25;
-const float zombie_anim_runbackwardsright = 26;
+const float zombie_anim_runbackwards = 24;
+const float zombie_anim_runbackwardsleft = 25;
+const float zombie_anim_runbackwardsright = 26;
const float zombie_anim_runforward = 27;
-const float zombie_anim_runforwardleft = 28;
+const float zombie_anim_runforwardleft = 28;
const float zombie_anim_runforwardright = 29;
-const float zombie_anim_spawn = 30;
+const float zombie_anim_spawn = 30;
void zombie_attack_leap_touch()
{
if (self.health <= 0)
return;
-
+
vector angles_face;
if(other.takedamage)
self.m_armor_blockpercent = 0.9;
self.state = MONSTER_STATE_ATTACK_MELEE; // freeze monster
self.attack_finished_single = time + 2.1;
-
+
defer(2, zombie_blockend);
-
- return TRUE;
+
+ return true;
}
float zombie_attack(float attack_type)
case MONSTER_ATTACK_MELEE:
{
float rand = random(), chosen_anim;
-
+
if(rand < 0.33)
chosen_anim = zombie_anim_attackstanding1;
else if(rand < 0.66)
chosen_anim = zombie_anim_attackstanding2;
else
chosen_anim = zombie_anim_attackstanding3;
-
+
if(random() < 0.3 && self.health < 75 && self.enemy.health > 10)
return zombie_block();
-
- return monster_melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, TRUE);
+
+ return monster_melee(self.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, self.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE, true);
}
case MONSTER_ATTACK_RANGED:
{
return monster_leap(zombie_anim_attackleap, zombie_attack_leap_touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
}
}
-
- return FALSE;
+
+ return false;
}
-void spawnfunc_monster_zombie()
+void spawnfunc_monster_zombie()
{
self.classname = "monster_zombie";
-
- self.monster_spawnfunc = spawnfunc_monster_zombie;
-
- self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
-
- if(Monster_CheckAppearFlags(self))
- return;
-
- if not(monster_initialize(MON_ZOMBIE, FALSE)) { remove(self); return; }
+
+ if(!monster_initialize(MON_ZOMBIE)) { remove(self); return; }
}
float m_zombie(float req)
case MR_THINK:
{
monster_move((autocvar_g_monster_zombie_speed_run), (autocvar_g_monster_zombie_speed_walk), (autocvar_g_monster_zombie_speed_stop), zombie_anim_runforward, zombie_anim_runforward, zombie_anim_idle);
- return TRUE;
+ return true;
}
case MR_DEATH:
{
self.armorvalue = 0;
self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
self.frame = ((random() > 0.5) ? zombie_anim_deathback1 : zombie_anim_deathfront1);
- return TRUE;
+ return true;
}
case MR_SETUP:
{
- if not(self.health) self.health = (autocvar_g_monster_zombie_health);
-
+ if(!self.health) self.health = (autocvar_g_monster_zombie_health);
+
if(self.spawnflags & MONSTERFLAG_NORESPAWN)
self.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
-
+
+ self.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
+
self.monster_loot = spawnfunc_item_health_medium;
self.monster_attackfunc = zombie_attack;
self.frame = zombie_anim_spawn;
self.spawn_time = time + 2.1;
self.spawnshieldtime = self.spawn_time;
self.respawntime = 0.2;
-
- return TRUE;
+
+ return true;
}
case MR_PRECACHE:
{
- precache_model ("models/monsters/zombie.dpm");
- return TRUE;
+ precache_model("models/monsters/zombie.dpm");
+ return true;
}
}
-
- return TRUE;
+
+ return true;
}
#endif // SVQC
{
case MR_PRECACHE:
{
- precache_model ("models/monsters/zombie.dpm");
- return TRUE;
+ return true;
}
}
-
- return TRUE;
+
+ return true;
}
#endif // CSQC