4 float autocvar_g_monster_golem_health;
5 float autocvar_g_monster_golem_damageforcescale = 0.1;
6 float autocvar_g_monster_golem_attack_smash_damage;
7 float autocvar_g_monster_golem_attack_smash_force = 100;
8 float autocvar_g_monster_golem_attack_smash_range = 200;
9 float autocvar_g_monster_golem_attack_claw_damage;
10 float autocvar_g_monster_golem_attack_lightning_damage;
11 float autocvar_g_monster_golem_attack_lightning_damage_zap = 15;
12 float autocvar_g_monster_golem_attack_lightning_force;
13 float autocvar_g_monster_golem_attack_lightning_radius;
14 float autocvar_g_monster_golem_attack_lightning_radius_zap;
15 float autocvar_g_monster_golem_attack_lightning_speed;
16 float autocvar_g_monster_golem_attack_lightning_speed_up;
17 float autocvar_g_monster_golem_speed_stop;
18 float autocvar_g_monster_golem_speed_run;
19 float autocvar_g_monster_golem_speed_walk;
22 const float golem_anim_stand = 0;
23 const float golem_anim_walk = 1;
24 const float golem_anim_run = 2;
25 const float golem_anim_smash = 3;
26 const float golem_anim_swingr = 4;
27 const float golem_anim_swingl = 5;
28 const float golem_anim_magic = 6;
29 const float golem_anim_pain = 7;
30 const float golem_anim_death = 8;
33 .float golem_lastattack; // delay attacks separately
35 void M_Golem_Attack_Smash(entity this)
37 makevectors(this.angles);
38 Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
39 sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
41 vector loc = this.origin + v_forward * 50;
43 entity dmgent = spawn();
44 dmgent.owner = dmgent.realowner = this;
45 setorigin(dmgent, loc);
46 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),
47 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);
51 void M_Golem_Attack_Swing(entity this)
53 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);
56 #include <common/effects/qc/_mod.qh>
58 void M_Golem_Attack_Lightning_Explode(entity this, entity directhitentity)
60 sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
61 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
63 this.event_damage = func_null;
64 this.takedamage = DAMAGE_NO;
65 set_movetype(this, MOVETYPE_NONE);
66 this.velocity = '0 0 0';
68 if(this.move_movetype == MOVETYPE_NONE)
69 this.velocity = this.oldvelocity;
71 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),
72 NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
74 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
76 te_csqc_lightningarc(this.origin, it.origin);
77 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');
80 setthink(this, SUB_Remove);
81 this.nextthink = time + 0.2;
84 void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
86 M_Golem_Attack_Lightning_Explode(this, trigger);
89 void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
91 if (GetResource(this, RES_HEALTH) <= 0)
94 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
95 return; // g_projectiles_damage says to halt
97 TakeResource(this, RES_HEALTH, damage);
99 if (GetResource(this, RES_HEALTH) <= 0)
100 W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
103 void M_Golem_Attack_Lightning_Touch(entity this, entity toucher)
105 PROJECTILE_TOUCH(this, toucher);
107 this.use(this, NULL, toucher);
110 void M_Golem_Attack_Lightning_Think(entity this)
112 this.nextthink = time;
115 M_Golem_Attack_Lightning_Explode(this, NULL);
120 void M_Golem_Attack_Lightning(entity this)
124 monster_makevectors(this, this.enemy);
127 gren.owner = gren.realowner = this;
128 gren.bot_dodge = true;
129 gren.bot_dodgerating = (autocvar_g_monster_golem_attack_lightning_damage);
130 set_movetype(gren, MOVETYPE_BOUNCE);
131 PROJECTILE_MAKETRIGGER(gren);
132 gren.projectiledeathtype = DEATH_MONSTER_GOLEM_ZAP.m_id;
133 setorigin(gren, CENTER_OR_VIEWOFS(this));
134 setsize(gren, '-8 -8 -8', '8 8 8');
138 gren.nextthink = time;
139 setthink(gren, M_Golem_Attack_Lightning_Think);
140 gren.use = M_Golem_Attack_Lightning_Explode_use;
141 settouch(gren, M_Golem_Attack_Lightning_Touch);
143 gren.takedamage = DAMAGE_YES;
144 SetResourceExplicit(gren, RES_HEALTH, 50);
145 gren.damageforcescale = 0;
146 gren.event_damage = M_Golem_Attack_Lightning_Damage;
147 gren.damagedbycontents = true;
148 IL_PUSH(g_damagedbycontents, gren);
149 gren.missile_flags = MIF_SPLASH | MIF_ARC;
150 W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_golem_attack_lightning_speed), (autocvar_g_monster_golem_attack_lightning_speed_up), 0, 0, false);
152 gren.angles = vectoangles (gren.velocity);
153 gren.flags = FL_PROJECTILE;
154 IL_PUSH(g_projectiles, gren);
155 IL_PUSH(g_bot_dodge, gren);
157 CSQCProjectile(gren, true, PROJECTILE_GOLEM_LIGHTNING, true);
162 bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
166 case MONSTER_ATTACK_MELEE:
168 setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true);
169 int swing_cnt = bound(1, floor(random() * 4), 3);
170 Monster_Delay(actor, swing_cnt, 0.5, M_Golem_Attack_Swing);
171 actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
174 case MONSTER_ATTACK_RANGED:
176 float randomness = random();
178 if(time < actor.golem_lastattack || !IS_ONGROUND(actor))
181 if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
183 setanim(actor, actor.anim_melee1, false, true, true);
184 Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
185 if(actor.animstate_endtime > time)
186 actor.anim_finished = actor.animstate_endtime;
188 actor.anim_finished = time + 1.2;
189 actor.attack_finished_single[0] = actor.anim_finished + 0.2;
190 actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
191 actor.golem_lastattack = time + 3 + random() * 1.5;
194 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
196 setanim(actor, actor.anim_melee2, true, true, false);
197 actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
198 actor.attack_finished_single[0] = time + 1.1;
199 actor.anim_finished = 1.1;
200 actor.golem_lastattack = time + 3 + random() * 1.5;
201 Monster_Delay(actor, 1, 0.6, M_Golem_Attack_Lightning);
212 spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM.monsterid); }
214 spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
218 METHOD(Golem, mr_think, bool(Golem this, entity actor))
224 METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity attacker, float deathtype))
227 actor.pain_finished = time + 0.5;
228 setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
232 METHOD(Golem, mr_death, bool(Golem this, entity actor))
235 setanim(actor, actor.anim_die1, false, true, true);
240 METHOD(Golem, mr_anim, bool(Golem this, entity actor))
243 vector none = '0 0 0';
244 actor.anim_idle = animfixfps(actor, '0 1 1', none);
245 actor.anim_walk = animfixfps(actor, '1 1 1', none);
246 actor.anim_run = animfixfps(actor, '2 1 1', none);
247 //actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
248 actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
249 actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
250 //actor.anim_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
251 actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
252 actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
253 actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
254 //actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
255 //actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds
256 //actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
257 actor.anim_spawn = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
258 actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
259 //actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
260 actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
262 //actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
263 //actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
264 //actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds
265 //actor.anim_dead3 = animfixfps(actor, '19 1 0.5', none); // 2 seconds
266 //actor.anim_dead4 = animfixfps(actor, '20 1 0.5', none); // 2 seconds
267 //actor.anim_dead5 = animfixfps(actor, '21 1 0.5', none); // 2 seconds
268 //actor.anim_dead6 = animfixfps(actor, '22 1 0.5', none); // 2 seconds
273 .float animstate_endtime;
274 METHOD(Golem, mr_setup, bool(Golem this, entity actor))
277 if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_golem_health);
278 if(!actor.attack_range) actor.attack_range = 150;
279 if(!actor.speed) { actor.speed = (autocvar_g_monster_golem_speed_walk); }
280 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_golem_speed_run); }
281 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_golem_speed_stop); }
282 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_golem_damageforcescale); }
284 actor.monster_loot = ITEM_HealthMega;
285 actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
287 setanim(actor, actor.anim_spawn, false, true, true);
288 actor.spawn_time = actor.animstate_endtime;
289 actor.spawnshieldtime = actor.spawn_time;
290 actor.monster_attackfunc = M_Golem_Attack;