5 .float spider_slowness; // effect time of slowness inflicted by spiders
7 .float spider_web_delay;
9 float autocvar_g_monster_spider_attack_web_damagetime;
10 float autocvar_g_monster_spider_attack_web_speed;
11 float autocvar_g_monster_spider_attack_web_speed_up;
12 float autocvar_g_monster_spider_attack_web_delay;
13 float autocvar_g_monster_spider_attack_web_range = 800;
15 float autocvar_g_monster_spider_attack_bite_damage;
16 float autocvar_g_monster_spider_attack_bite_delay;
18 void M_Spider_Attack_Web(entity this);
20 REGISTER_MUTATOR(spiderweb, true);
22 MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics_UpdateStats)
24 entity player = M_ARGV(0, entity);
26 if(time < player.spider_slowness)
27 STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
30 MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
32 entity mon = M_ARGV(0, entity);
34 if(time < mon.spider_slowness)
36 M_ARGV(1, float) *= 0.5; // run speed
37 M_ARGV(2, float) *= 0.5; // walk speed
41 MUTATOR_HOOKFUNCTION(spiderweb, PlayerSpawn)
43 entity player = M_ARGV(0, entity);
45 player.spider_slowness = 0;
49 MUTATOR_HOOKFUNCTION(spiderweb, MonsterSpawn)
51 entity mon = M_ARGV(0, entity);
53 mon.spider_slowness = 0;
56 SOUND(SpiderAttack_FIRE, W_Sound("electro_fire"));
57 METHOD(SpiderAttack, wr_think, void(SpiderAttack thiswep, entity actor, .entity weaponentity, int fire))
59 TC(SpiderAttack, thiswep);
60 bool isPlayer = IS_PLAYER(actor);
62 if ((!isPlayer && time >= actor.spider_web_delay) || (isPlayer && weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay))) {
64 actor.spider_web_delay = time + autocvar_g_monster_spider_attack_web_delay;
65 setanim(actor, actor.anim_shoot, true, true, true);
66 if(actor.animstate_endtime > time)
67 actor.anim_finished = actor.animstate_endtime;
69 actor.anim_finished = time + 1;
70 actor.attack_finished_single[0] = actor.anim_finished + 0.2;
72 if (isPlayer) actor.enemy = Monster_FindTarget(actor);
73 monster_makevectors(actor, actor.enemy);
74 W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
75 if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
76 M_Spider_Attack_Web(actor);
77 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
81 if (!isPlayer || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
83 actor.enemy = Monster_FindTarget(actor);
84 actor.attack_range = 60;
86 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);
87 weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
91 float autocvar_g_monster_spider_health;
92 float autocvar_g_monster_spider_damageforcescale = 0.6;
93 float autocvar_g_monster_spider_speed_stop;
94 float autocvar_g_monster_spider_speed_run;
95 float autocvar_g_monster_spider_speed_walk;
98 const float spider_anim_idle = 0;
99 const float spider_anim_walk = 1;
100 const float spider_anim_attack = 2;
101 const float spider_anim_attack2 = 3;
104 void M_Spider_Attack_Web_Explode(entity this)
108 Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
109 RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL);
111 FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResource(it, RES_HEALTH) > 0 && it.monsterdef != MON_SPIDER,
113 it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
120 void M_Spider_Attack_Web_Explode_use(entity this, entity actor, entity trigger)
122 M_Spider_Attack_Web_Explode(this);
125 void M_Spider_Attack_Web_Touch(entity this, entity toucher)
127 PROJECTILE_TOUCH(this, toucher);
129 M_Spider_Attack_Web_Explode(this);
132 void adaptor_think2use_hittype_splash(entity this);
134 void M_Spider_Attack_Web(entity this)
136 sound(this, CH_SHOTS, SND_ELECTRO_FIRE2, VOL_BASE, ATTEN_NORM);
138 entity proj = new(plasma);
139 proj.owner = proj.realowner = this;
140 proj.use = M_Spider_Attack_Web_Explode_use;
141 setthink(proj, adaptor_think2use_hittype_splash);
142 proj.bot_dodge = true;
143 proj.bot_dodgerating = 0;
144 proj.nextthink = time + 5;
145 PROJECTILE_MAKETRIGGER(proj);
146 proj.projectiledeathtype = DEATH_MONSTER_SPIDER.m_id;
147 setorigin(proj, CENTER_OR_VIEWOFS(this));
149 //proj.glow_size = 50;
150 //proj.glow_color = 45;
151 set_movetype(proj, MOVETYPE_BOUNCE);
152 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);
153 settouch(proj, M_Spider_Attack_Web_Touch);
154 setsize(proj, '-4 -4 -4', '4 4 4');
155 proj.takedamage = DAMAGE_NO;
156 proj.damageforcescale = 0;
157 SetResourceExplicit(proj, RES_HEALTH, 500);
158 proj.event_damage = func_null;
159 proj.flags = FL_PROJECTILE;
160 IL_PUSH(g_projectiles, proj);
161 IL_PUSH(g_bot_dodge, proj);
162 proj.damagedbycontents = true;
163 IL_PUSH(g_damagedbycontents, proj);
165 proj.bouncefactor = 0.3;
166 proj.bouncestop = 0.05;
167 proj.missile_flags = MIF_SPLASH | MIF_ARC;
169 CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
172 bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
174 Weapon wep = WEP_SPIDER_ATTACK;
177 case MONSTER_ATTACK_MELEE:
179 wep.wr_think(wep, actor, weaponentity, 2);
182 case MONSTER_ATTACK_RANGED:
184 if(vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_spider_attack_web_range))
186 wep.wr_think(wep, actor, weaponentity, 1);
195 spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER); }
199 METHOD(Spider, mr_think, bool(Spider this, entity actor))
205 METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
208 setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
209 actor.pain_finished = actor.animstate_endtime;
213 METHOD(Spider, mr_death, bool(Spider this, entity actor))
216 setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
221 METHOD(Spider, mr_anim, bool(Spider this, entity actor))
224 vector none = '0 0 0';
225 actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
226 actor.anim_die1 = animfixfps(actor, '1 1 1', none);
227 actor.anim_die2 = animfixfps(actor, '2 1 1', none);
228 actor.anim_shoot = animfixfps(actor, '3 1 1', none);
229 //actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
230 actor.anim_idle = animfixfps(actor, '5 1 1', none);
231 //actor.anim_sight = animfixfps(actor, '6 1 1', none);
232 actor.anim_pain1 = animfixfps(actor, '7 1 1', none);
233 actor.anim_pain2 = animfixfps(actor, '8 1 1', none);
234 //actor.anim_pain3 = animfixfps(actor, '9 1 1', none);
235 actor.anim_walk = animfixfps(actor, '10 1 1', none);
236 actor.anim_run = animfixfps(actor, '10 1 1', none); // temp?
237 //actor.anim_forwardright = animfixfps(actor, '11 1 1', none);
238 //actor.anim_walkright = animfixfps(actor, '12 1 1', none);
239 //actor.anim_walkbackright = animfixfps(actor, '13 1 1', none);
240 //actor.anim_walkback = animfixfps(actor, '14 1 1', none);
241 //actor.anim_walkbackleft = animfixfps(actor, '15 1 1', none);
242 //actor.anim_walkleft = animfixfps(actor, '16 1 1', none);
243 //actor.anim_forwardleft = animfixfps(actor, '17 1 1', none);
248 METHOD(Spider, mr_setup, bool(Spider this, entity actor))
251 if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_spider_health);
252 if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
253 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
254 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
255 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
257 actor.monster_loot = ITEM_HealthMedium;
258 actor.monster_attackfunc = M_Spider_Attack;