1 #ifdef REGISTER_MONSTER
4 /* function */ m_brute,
6 /* mins,maxs */ '-36 -36 -20', '36 36 50',
7 /* model */ "ogre.dpm",
9 /* fullname */ _("Brute")
14 float autocvar_g_monster_brute;
15 float autocvar_g_monster_brute_health;
16 float autocvar_g_monster_brute_chainsaw_damage;
17 float autocvar_g_monster_brute_speed_walk;
18 float autocvar_g_monster_brute_speed_run;
19 float autocvar_g_monster_brute_attack_uzi_bullets;
20 float autocvar_g_monster_brute_attack_uzi_damage;
21 float autocvar_g_monster_brute_attack_uzi_force;
22 float autocvar_g_monster_brute_attack_uzi_chance;
23 float autocvar_g_monster_brute_attack_grenade_damage;
24 float autocvar_g_monster_brute_attack_grenade_edgedamage;
25 float autocvar_g_monster_brute_attack_grenade_force;
26 float autocvar_g_monster_brute_attack_grenade_radius;
28 const float brute_anim_idle = 0;
29 const float brute_anim_walk = 1;
30 const float brute_anim_run = 2;
31 const float brute_anim_pain = 3;
32 const float brute_anim_swing = 4;
33 const float brute_anim_die = 5;
39 self.brute_cycles += 1;
40 self.angles_y = self.angles_y + random()* 25;
42 monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
44 if(self.brute_cycles <= 4)
45 defer(0.2, brute_blade);
50 self.brute_cycles += 1;
52 monster_makevectors(self.enemy);
54 W_SetupShot (self, autocvar_g_antilag_bullets && 18000 >= autocvar_g_antilag_bullets, 0, "weapons/uzi_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_uzi_damage);
55 fireBallisticBullet(w_shotorg, w_shotdir, 0.02, 18000, 5, autocvar_g_monster_brute_attack_uzi_damage, autocvar_g_monster_brute_attack_uzi_force, DEATH_MONSTER_BRUTE_UZI, 0, 1, 115);
56 endFireBallisticBullet();
58 if(self.brute_cycles <= autocvar_g_monster_brute_attack_uzi_bullets)
59 defer(0.1, brute_uzi);
62 void brute_grenade_explode()
64 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
65 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
67 self.event_damage = func_null;
68 self.takedamage = DAMAGE_NO;
70 if(self.movetype == MOVETYPE_NONE)
71 self.velocity = self.oldvelocity;
73 RadiusDamage (self, self.realowner, autocvar_g_monster_brute_attack_grenade_damage, autocvar_g_monster_brute_attack_grenade_edgedamage, autocvar_g_monster_brute_attack_grenade_radius, world, autocvar_g_monster_brute_attack_grenade_force, self.projectiledeathtype, other);
78 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
83 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
84 return; // g_projectiles_damage says to halt
86 self.health = self.health - damage;
89 W_PrepareExplosionByDamage(attacker, self.use);
92 void brute_grenade_touch()
99 void brute_grenade_think()
101 self.nextthink = time;
105 brute_grenade_explode();
114 W_SetupShot_ProjectileSize (self, '-3 -3 -3', '3 3 3', FALSE, 4, "weapons/grenade_fire.wav", CH_WEAPON_A, autocvar_g_monster_brute_attack_grenade_damage);
115 w_shotdir = v_forward; // no TrueAim for grenades please
118 gren.owner = gren.realowner = self;
119 gren.classname = "grenade";
120 gren.bot_dodge = TRUE;
121 gren.bot_dodgerating = autocvar_g_monster_brute_attack_grenade_damage;
122 gren.movetype = MOVETYPE_BOUNCE;
123 PROJECTILE_MAKETRIGGER(gren);
124 gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
125 setorigin(gren, w_shotorg);
126 setsize(gren, '-3 -3 -3', '3 3 3');
129 gren.nextthink = time;
130 gren.think = brute_grenade_think;
131 gren.use = brute_grenade_explode;
132 gren.touch = brute_grenade_touch;
134 gren.takedamage = DAMAGE_YES;
135 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
136 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
137 gren.event_damage = brute_grenade_damage;
138 gren.damagedbycontents = TRUE;
139 gren.missile_flags = MIF_SPLASH | MIF_ARC;
140 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
142 gren.angles = vectoangles (gren.velocity);
143 gren.flags = FL_PROJECTILE;
145 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
148 float brute_attack(float attack_type)
152 case MONSTER_ATTACK_MELEE:
154 self.brute_cycles = 0;
155 monsters_setframe(brute_anim_swing);
156 self.attack_finished_single = time + 1.3;
161 case MONSTER_ATTACK_RANGED:
163 self.brute_cycles = 0;
164 if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
166 monsters_setframe(brute_anim_pain);
167 self.attack_finished_single = time + 0.8;
168 defer(0.1, brute_uzi);
172 monster_makevectors(self.enemy);
174 monsters_setframe(brute_anim_pain);
175 self.attack_finished_single = time + 1.2;
185 void spawnfunc_monster_brute()
187 if not(autocvar_g_monster_brute) { remove(self); return; }
189 self.classname = "monster_brute";
191 self.monster_spawnfunc = spawnfunc_monster_brute;
193 if(Monster_CheckAppearFlags(self))
196 if not(monster_initialize(MON_BRUTE, FALSE)) { remove(self); return; }
199 float m_brute(float req)
205 monster_move(autocvar_g_monster_brute_speed_run, autocvar_g_monster_brute_speed_walk, 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
210 monsters_setframe(brute_anim_die);
215 if not(self.health) self.health = autocvar_g_monster_brute_health;
217 self.monster_attackfunc = brute_attack;
218 monsters_setframe(brute_anim_idle);
219 self.weapon = WEP_GRENADE_LAUNCHER;
235 float m_brute(float req)
246 precache_model ("models/monsters/ogre.dpm");
255 #endif // REGISTER_MONSTER