void ogre_swing()
{
self.ogre_cycles += 1;
- monsters_setframe(ogre_anim_swing);
- if(self.ogre_cycles == 1)
- self.attack_finished_single = time + 1.3;
self.angles_y = self.angles_y + random()* 25;
self.delay = time + 0.2;
self.monster_delayedattack = ogre_swing;
self.monster_delayedattack = ogre_uzi_fire;
}
-void ogre_uzi()
-{
- monsters_setframe(ogre_anim_pain);
- self.attack_finished_single = time + 0.8;
- self.delay = time + 0.1;
- self.monster_delayedattack = ogre_uzi_fire;
-}
-
void ogre_grenade_explode()
{
pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
void ogre_gl()
{
entity gren;
-
- monster_makevectors(self.enemy);
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);
w_shotdir = v_forward; // no TrueAim for grenades please
gren.flags = FL_PROJECTILE;
CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
-
-
- monsters_setframe(ogre_anim_pain);
- self.attack_finished_single = time + 1.2;
}
-float ogre_missile()
+float ogre_attack(float attack_type)
{
- self.ogre_cycles = 0;
- if (random() <= autocvar_g_monster_ogre_attack_uzi_chance)
- {
- ogre_uzi();
- return TRUE;
- }
- else
+ switch(attack_type)
{
- ogre_gl();
- return TRUE;
+ case MONSTER_ATTACK_MELEE:
+ {
+ self.ogre_cycles = 0;
+ monsters_setframe(ogre_anim_swing);
+ self.attack_finished_single = time + 1.3;
+ ogre_swing();
+
+ return TRUE;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ self.ogre_cycles = 0;
+ if(random() <= autocvar_g_monster_ogre_attack_uzi_chance)
+ {
+ monsters_setframe(ogre_anim_pain);
+ self.attack_finished_single = time + 0.8;
+ self.delay = time + 0.1;
+ self.monster_delayedattack = ogre_uzi_fire;
+ }
+ else
+ {
+ monster_makevectors(self.enemy);
+ ogre_gl();
+ monsters_setframe(ogre_anim_pain);
+ self.attack_finished_single = time + 1.2;
+ }
+
+ return TRUE;
+ }
}
-}
-
-float ogre_melee()
-{
- self.ogre_cycles = 0;
- ogre_swing();
- return TRUE;
+
+ return FALSE;
}
void ogre_die()
self.damageforcescale = 0.003;
self.classname = "monster_ogre";
- self.checkattack = GenericCheckAttack;
- self.attack_melee = ogre_melee;
- self.attack_ranged = ogre_missile;
+ self.monster_attackfunc = ogre_attack;
self.nextthink = time + random() * 0.5 + 0.1;
self.think = ogre_think;
self.weapon = WEP_GRENADE_LAUNCHER;