4 #include <common/mutators/base.qh>
9 .float spider_web_delay;
11 float autocvar_g_monster_spider_attack_web_damagetime;
12 float autocvar_g_monster_spider_attack_web_speed;
13 float autocvar_g_monster_spider_attack_web_speed_up;
14 float autocvar_g_monster_spider_attack_web_delay;
16 float autocvar_g_monster_spider_attack_bite_damage;
17 float autocvar_g_monster_spider_attack_bite_delay;
19 void M_Spider_Attack_Web(entity this);
21 REGISTER_MUTATOR(spiderweb, true);
23 MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics_UpdateStats)
25 entity player = M_ARGV(0, entity);
27 if(StatusEffects_active(STATUSEFFECT_Webbed, player))
28 STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
31 MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
33 entity mon = M_ARGV(0, entity);
35 if(StatusEffects_active(STATUSEFFECT_Webbed, mon))
37 M_ARGV(1, float) *= 0.5; // run speed
38 M_ARGV(2, float) *= 0.5; // walk speed
42 SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
43 METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
45 TC(SpiderAttack, thiswep);
46 bool isPlayer = IS_PLAYER(actor);
48 if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
50 actor.spider_web_delay = time + 3;
51 setanim(actor, actor.anim_shoot, true, true, true);
52 actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
53 actor.anim_finished = time + 1;
55 if (isPlayer) actor.enemy = Monster_FindTarget(actor);
56 monster_makevectors(actor, actor.enemy);
57 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
58 if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
59 M_Spider_Attack_Web(actor);
60 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
64 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
66 actor.enemy = Monster_FindTarget(actor);
67 actor.attack_range = 60;
69 Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_spider_attack_bite_damage), ((random() > 0.5) ? actor.anim_melee : actor.anim_shoot), actor.attack_range, (autocvar_g_monster_spider_attack_bite_delay), DEATH_MONSTER_SPIDER.m_id, true);
70 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
74 float autocvar_g_monster_spider_health;
75 float autocvar_g_monster_spider_damageforcescale = 0.6;
76 float autocvar_g_monster_spider_speed_stop;
77 float autocvar_g_monster_spider_speed_run;
78 float autocvar_g_monster_spider_speed_walk;
81 const float spider_anim_idle = 0;
82 const float spider_anim_walk = 1;
83 const float spider_anim_attack = 2;
84 const float spider_anim_attack2 = 3;
87 void M_Spider_Attack_Web_Explode(entity this)
91 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
92 RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL);
94 FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterdef != MON_SPIDER,
96 StatusEffects_apply(STATUSEFFECT_Webbed, it, time + autocvar_g_monster_spider_attack_web_damagetime, 0);
103 void M_Spider_Attack_Web_Explode_use(entity this, entity actor, entity trigger)
105 M_Spider_Attack_Web_Explode(this);
108 void M_Spider_Attack_Web_Touch(entity this, entity toucher)
110 PROJECTILE_TOUCH(this, toucher);
112 M_Spider_Attack_Web_Explode(this);
115 void M_Spider_Attack_Web(entity this)
117 sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
119 entity proj = new(plasma);
120 proj.owner = proj.realowner = this;
121 proj.use = M_Spider_Attack_Web_Explode_use;
122 setthink(proj, adaptor_think2use_hittype_splash);
123 proj.bot_dodge = true;
124 proj.bot_dodgerating = 0;
125 proj.nextthink = time + 5;
126 PROJECTILE_MAKETRIGGER(proj);
127 proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
128 setorigin(proj, CENTER_OR_VIEWOFS(this));
130 //proj.glow_size = 50;
131 //proj.glow_color = 45;
132 set_movetype(proj, MOVETYPE_BOUNCE);
133 W_SetupProjVelocity_Explicit(proj, v_forward, v_up, (autocvar_g_monster_spider_attack_web_speed), (autocvar_g_monster_spider_attack_web_speed_up), 0, 0, false);
134 settouch(proj, M_Spider_Attack_Web_Touch);
135 setsize(proj, '-4 -4 -4', '4 4 4');
136 proj.takedamage = DAMAGE_NO;
137 proj.damageforcescale = 0;
138 SetResourceExplicit(proj, RES_HEALTH, 500);
139 proj.event_damage = func_null;
140 proj.flags = FL_PROJECTILE;
141 IL_PUSH(g_projectiles, proj);
142 IL_PUSH(g_bot_dodge, proj);
143 proj.damagedbycontents = true;
144 IL_PUSH(g_damagedbycontents, proj);
146 proj.bouncefactor = 0.3;
147 proj.bouncestop = 0.05;
148 proj.missile_flags = MIF_SPLASH | MIF_ARC;
150 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
153 bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
155 Weapon wep = WEP_SPIDER_ATTACK;
158 case MONSTER_ATTACK_MELEE:
160 wep.wr_think(wep, actor, weaponentity, 2);
163 case MONSTER_ATTACK_RANGED:
165 wep.wr_think(wep, actor, weaponentity, 1);
173 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER); }
177 METHOD(Spider, mr_think, bool(Spider this, entity actor))
183 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
189 METHOD(Spider, mr_death, bool(Spider this, entity actor))
192 setanim(actor, actor.anim_melee, false, true, true);
193 actor.angles_x = 180;
198 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
201 vector none = '0 0 0';
202 actor.anim_walk = animfixfps(actor, '1 1 1', none);
203 actor.anim_idle = animfixfps(actor, '0 1 1', none);
204 actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
205 actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
206 actor.anim_run = animfixfps(actor, '1 1 1', none);
211 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
214 if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_spider_health);
215 if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
216 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
217 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
218 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
220 actor.monster_loot = ITEM_HealthMedium;
221 actor.monster_attackfunc = M_Spider_Attack;