]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/monsters/monster/shambler.qc
Fix monster color resetting when it respawns
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / monster / shambler.qc
index 102b40be664ef8f7edd50b1c656ee29727eff96c..2ec7f6d6f6c8d63da33934abd85bc7b83a7451bb 100644 (file)
@@ -1,7 +1,11 @@
 // size
-const vector SHAMBLER_MIN = '-32 -32 -24';
-const vector SHAMBLER_MAX = '32 32 64';
+const vector SHAMBLER_MIN = '-41 -41 -31';
+const vector SHAMBLER_MAX = '41 41 65';
 
+// model
+string SHAMBLER_MODEL = "models/monsters/shambler.mdl";
+
+#ifdef SVQC
 // cvars
 float autocvar_g_monster_shambler;
 float autocvar_g_monster_shambler_health;
@@ -12,143 +16,132 @@ float autocvar_g_monster_shambler_speed_walk;
 float autocvar_g_monster_shambler_speed_run;
 
 // animations
-#define shambler_anim_stand    0
-#define shambler_anim_walk             1
-#define shambler_anim_run              2
-#define shambler_anim_smash    3
-#define shambler_anim_swingr   4
-#define shambler_anim_swingl   5
-#define shambler_anim_magic    6
-#define shambler_anim_pain             7
-#define shambler_anim_death    8
+const float shambler_anim_stand        = 0;
+const float shambler_anim_walk                 = 1;
+const float shambler_anim_run          = 2;
+const float shambler_anim_smash        = 3;
+const float shambler_anim_swingr       = 4;
+const float shambler_anim_swingl       = 5;
+const float shambler_anim_magic        = 6;
+const float shambler_anim_pain                 = 7;
+const float shambler_anim_death        = 8;
 
 void shambler_think ()
 {
        self.think = shambler_think;
-       self.nextthink = time + 0.1;
+       self.nextthink = time + self.ticrate;
        
        monster_move(autocvar_g_monster_shambler_speed_run, autocvar_g_monster_shambler_speed_walk, 300, shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
 }
 
 void shambler_smash ()
 {
-       float bigdmg = autocvar_g_monster_shambler_damage * self.scale;
-       
-       self.think = shambler_think;
-       self.attack_finished_single = time + 0.4;
-       self.nextthink = self.attack_finished_single;
-
-       if (!self.enemy)
-               return;
-
-       if (enemy_range() > 100 * self.scale)
-               return;
+       self.monster_delayedattack = func_null;
+       self.delay = -1;
        
-       Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_SHAMBLER_MELEE, self.enemy.origin, normalize(self.enemy.origin - self.origin));
+       monster_melee(self.enemy, autocvar_g_monster_shambler_damage, 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
 }
 
 void shambler_delayedsmash ()
 {
-       self.frame = shambler_anim_smash;
-       self.think = shambler_smash;
-       self.nextthink = time + 0.7;
-}
-
-void ShamClaw (float side)
-{
-       float bigdmg = autocvar_g_monster_shambler_attack_claw_damage * self.scale;
-       
-       monster_melee(self.enemy, bigdmg * monster_skill, 100, DEATH_MONSTER_SHAMBLER_CLAW);
+       monsters_setframe(shambler_anim_smash);
+       self.monster_delayedattack = shambler_smash;
+       self.delay = time + 0.7;
+       self.attack_finished_single = time + 1.1;
 }
 
 void() shambler_swing_right;
 void shambler_swing_left ()
 {
-       self.frame = shambler_anim_swingl;
-       ShamClaw(250);
+       monsters_setframe(shambler_anim_swingl);
+       monster_melee(self.enemy, autocvar_g_monster_shambler_attack_claw_damage, 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
        self.attack_finished_single = time + 0.8;
-       self.nextthink = self.attack_finished_single;
-       self.think = shambler_think;
+       self.delay = -1;
+       self.monster_delayedattack = func_null;
        if(random() < 0.5)
-               self.think = shambler_swing_right;
+       {
+               self.monster_delayedattack = shambler_swing_right;
+               self.delay = time + 0.5;
+       }
 }
 
 void shambler_swing_right ()
 {
-       self.frame = shambler_anim_swingr;
-       ShamClaw(-250);
+       monsters_setframe(shambler_anim_swingr);
+       monster_melee(self.enemy, autocvar_g_monster_shambler_attack_claw_damage, 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
        self.attack_finished_single = time + 0.8;
-       self.nextthink = self.attack_finished_single;
-       self.think = shambler_think;
+       self.monster_delayedattack = func_null;
+       self.delay = -1;
        if(random() < 0.5)
-               self.think = shambler_swing_left;
-}
-
-void sham_melee ()
-{
-       local float chance = random();
-
-       if (chance > 0.6)
-               shambler_delayedsmash();
-       else if (chance > 0.3)
-               shambler_swing_right ();
-       else
-               shambler_swing_left ();
+       {
+               self.monster_delayedattack = shambler_swing_left;
+               self.delay = time + 0.5;
+       }
 }
 
 void CastLightning ()
 {
-       self.nextthink = time + 0.4;
-       self.think = shambler_think;
-       
+       self.monster_delayedattack = func_null;
+       self.delay = -1;
+
        local vector org = '0 0 0', dir = '0 0 0';
        vector v = '0 0 0';
 
        self.effects |= EF_MUZZLEFLASH;
 
-       org = self.origin + '0 0 40' * self.scale;
+       org = self.origin + '0 0 40';
 
        dir = self.enemy.origin + '0 0 16' - org;
        dir = normalize (dir);
 
        traceline (org, self.origin + dir * 1000, TRUE, self);
                
-       FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_LIGHTNING);
+       FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
        
        // teamcolor / hit beam effect
        v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
        WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
 }
 
-void shambler_magic ()
+float shambler_attack(float attack_type)
 {
-       self.frame = shambler_anim_magic;
-       self.attack_finished_single = time + 1.1;
-       self.nextthink = time + 0.6;
-       self.think = CastLightning;
-}
+       switch(attack_type)
+       {
+               case MONSTER_ATTACK_MELEE:
+               {
+                       float chance = random();
+
+                       if(chance > 0.6)
+                               shambler_delayedsmash();
+                       else if(chance > 0.3)
+                               shambler_swing_right();
+                       else
+                               shambler_swing_left();
+                       
+                       return TRUE;
+               }
+               case MONSTER_ATTACK_RANGED:
+               {
+                       monsters_setframe(shambler_anim_magic);
+                       self.attack_finished_single = time + 1.1;
+                       self.monster_delayedattack = CastLightning;
+                       self.delay = time + 0.6;
+                       
+                       return TRUE;
+               }
+       }
        
-float sham_lightning ()
-{
-       shambler_magic();
-       return TRUE;
+       return FALSE;
 }
 
 void shambler_die ()
 {
        Monster_CheckDropCvars ("shambler");
        
-       W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
-       
-       self.think                      = Monster_Fade;
-       self.solid                      = SOLID_NOT;
-       self.takedamage         = DAMAGE_NO;
-       self.event_damage   = func_null;
-       self.enemy                      = world;
-       self.nextthink          = time + 2.1;
-       self.frame                      = shambler_anim_death;
-       self.pain_finished  = self.nextthink;
-       self.movetype           = MOVETYPE_TOSS;
+       self.think = monster_dead_think;
+       self.nextthink = time + self.ticrate;
+       self.ltime = time + 5;
+       monsters_setframe(shambler_anim_death);
        
        monster_hook_death(); // for post-death mods
 }
@@ -156,17 +149,18 @@ void shambler_die ()
 void shambler_spawn ()
 {
        if not(self.health)
-               self.health = autocvar_g_monster_shambler_health * self.scale;
+               self.health = autocvar_g_monster_shambler_health;
 
        self.damageforcescale   = 0.003;
        self.classname                  = "monster_shambler";
-       self.attack_melee               = sham_melee;
-       self.checkattack                = GenericCheckAttack;
-       self.attack_ranged              = sham_lightning;
+       self.monster_attackfunc = shambler_attack;
        self.nextthink                  = time + random() * 0.5 + 0.1;
-       self.frame                              = shambler_anim_stand;
        self.think                              = shambler_think;
-       self.sprite_height              = 70 * self.scale;
+       self.weapon                             = WEP_NEX;
+       
+       monsters_setframe(shambler_anim_stand);
+       
+       monster_setupsounds("shambler");
        
        monster_hook_spawn(); // for post-spawn mods
 }
@@ -177,19 +171,13 @@ void spawnfunc_monster_shambler ()
        
        self.monster_spawnfunc = spawnfunc_monster_shambler;
        
-       if(self.spawnflags & MONSTERFLAG_APPEAR)
-       {
-               self.think = func_null;
-               self.nextthink = -1;
-               self.use = Monster_Appear;
+       if(Monster_CheckAppearFlags(self))
                return;
-       }
        
        self.scale = 1.3;
        
        if not (monster_initialize(
-                        "Shambler",
-                        "models/monsters/shambler.mdl",
+                        "Shambler", MONSTER_SHAMBLER,
                         SHAMBLER_MIN, SHAMBLER_MAX,
                         FALSE,
                         shambler_die, shambler_spawn))
@@ -197,9 +185,6 @@ void spawnfunc_monster_shambler ()
                remove(self);
                return;
        }
-       
-       precache_model ("progs/beam.mdl");
-       precache_model ("models/weapons/g_nex.md3");
-       
-       precache_sound ("weapons/lgbeam_fire.wav");
 }
+
+#endif // SVQC