6 float autocvar_g_monster_zombie_health;
7 float autocvar_g_monster_zombie_damageforcescale = 0.55;
8 float autocvar_g_monster_zombie_attack_melee_damage;
9 float autocvar_g_monster_zombie_attack_melee_delay;
10 float autocvar_g_monster_zombie_attack_leap_damage;
11 float autocvar_g_monster_zombie_attack_leap_force;
12 float autocvar_g_monster_zombie_attack_leap_speed;
13 float autocvar_g_monster_zombie_attack_leap_delay;
14 float autocvar_g_monster_zombie_speed_stop;
15 float autocvar_g_monster_zombie_speed_run;
16 float autocvar_g_monster_zombie_speed_walk;
19 const float zombie_anim_attackleap = 0;
20 const float zombie_anim_attackrun1 = 1;
21 const float zombie_anim_attackrun2 = 2;
22 const float zombie_anim_attackrun3 = 3;
23 const float zombie_anim_attackstanding1 = 4;
24 const float zombie_anim_attackstanding2 = 5;
25 const float zombie_anim_attackstanding3 = 6;
26 const float zombie_anim_blockend = 7;
27 const float zombie_anim_blockstart = 8;
28 const float zombie_anim_deathback1 = 9;
29 const float zombie_anim_deathback2 = 10;
30 const float zombie_anim_deathback3 = 11;
31 const float zombie_anim_deathfront1 = 12;
32 const float zombie_anim_deathfront2 = 13;
33 const float zombie_anim_deathfront3 = 14;
34 const float zombie_anim_deathleft1 = 15;
35 const float zombie_anim_deathleft2 = 16;
36 const float zombie_anim_deathright1 = 17;
37 const float zombie_anim_deathright2 = 18;
38 const float zombie_anim_idle = 19;
39 const float zombie_anim_painback1 = 20;
40 const float zombie_anim_painback2 = 21;
41 const float zombie_anim_painfront1 = 22;
42 const float zombie_anim_painfront2 = 23;
43 const float zombie_anim_runbackwards = 24;
44 const float zombie_anim_runbackwardsleft = 25;
45 const float zombie_anim_runbackwardsright = 26;
46 const float zombie_anim_runforward = 27;
47 const float zombie_anim_runforwardleft = 28;
48 const float zombie_anim_runforwardright = 29;
49 const float zombie_anim_spawn = 30;
54 void M_Zombie_Attack_Leap_Touch(entity this, entity toucher)
61 if(toucher.takedamage)
63 angles_face = vectoangles(this.moveto - this.origin);
64 angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force);
65 Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, toucher.origin, angles_face);
66 settouch(this, Monster_Touch); // instantly turn it off to stop damage spam
70 if (trace_dphitcontents)
73 settouch(this, Monster_Touch);
77 void M_Zombie_Defend_Block_End(entity this)
82 setanim(this, this.anim_blockend, false, true, true);
83 this.armorvalue = autocvar_g_monsters_armor_blockpercent;
86 bool M_Zombie_Defend_Block(entity this)
88 this.armorvalue = 0.9;
89 this.state = MONSTER_ATTACK_MELEE; // freeze monster
90 this.attack_finished_single[0] = time + 2.1;
91 this.anim_finished = this.attack_finished_single[0];
92 setanim(this, this.anim_blockstart, false, true, true);
94 Monster_Delay(this, 1, 2, M_Zombie_Defend_Block_End);
99 bool M_Zombie_Attack(int attack_type, entity actor, entity targ)
103 case MONSTER_ATTACK_MELEE:
105 if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10)
106 return M_Zombie_Defend_Block(actor);
108 float anim_chance = random();
111 if(anim_chance < 0.33)
112 chosen_anim = actor.anim_melee1;
113 else if(anim_chance < 0.66)
114 chosen_anim = actor.anim_melee2;
116 chosen_anim = actor.anim_melee3;
118 return Monster_Attack_Melee(actor, actor.enemy, (autocvar_g_monster_zombie_attack_melee_damage), chosen_anim, actor.attack_range, (autocvar_g_monster_zombie_attack_melee_delay), DEATH_MONSTER_ZOMBIE_MELEE.m_id, true);
120 case MONSTER_ATTACK_RANGED:
122 makevectors(actor.angles);
123 return Monster_Attack_Leap(actor, actor.anim_shoot, M_Zombie_Attack_Leap_Touch, v_forward * (autocvar_g_monster_zombie_attack_leap_speed) + '0 0 200', (autocvar_g_monster_zombie_attack_leap_delay));
130 spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); }
134 METHOD(Zombie, mr_think, bool(Zombie this, entity actor))
137 if(time >= actor.spawn_time)
138 actor.damageforcescale = autocvar_g_monster_zombie_damageforcescale;
142 METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, entity attacker, float deathtype))
145 actor.pain_finished = time + 0.34;
146 setanim(actor, ((random() > 0.5) ? actor.anim_pain1 : actor.anim_pain2), true, true, false);
150 METHOD(Zombie, mr_death, bool(Zombie this, entity actor))
153 actor.armorvalue = autocvar_g_monsters_armor_blockpercent;
155 setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true);
160 METHOD(Zombie, mr_anim, bool(Zombie this, entity actor))
163 vector none = '0 0 0';
164 actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
165 actor.anim_die2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
166 actor.anim_spawn = animfixfps(actor, '30 1 3', none);
167 actor.anim_walk = animfixfps(actor, '27 1 1', none);
168 actor.anim_idle = animfixfps(actor, '19 1 1', none);
169 actor.anim_pain1 = animfixfps(actor, '20 1 2', none); // 0.5 seconds
170 actor.anim_pain2 = animfixfps(actor, '22 1 2', none); // 0.5 seconds
171 actor.anim_melee1 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
172 actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
173 actor.anim_melee3 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
174 actor.anim_shoot = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
175 actor.anim_run = animfixfps(actor, '27 1 1', none);
176 actor.anim_blockstart = animfixfps(actor, '8 1 1', none);
177 actor.anim_blockend = animfixfps(actor, '7 1 1', none);
182 METHOD(Zombie, mr_setup, bool(Zombie this, entity actor))
185 if(!actor.health) actor.health = (autocvar_g_monster_zombie_health);
186 if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); }
187 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); }
188 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); }
190 if(actor.spawnflags & MONSTERFLAG_NORESPAWN)
191 actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn
193 actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT;
195 actor.monster_loot = spawnfunc_item_health_medium;
196 actor.monster_attackfunc = M_Zombie_Attack;
197 actor.spawnshieldtime = actor.spawn_time;
198 actor.respawntime = 0.2;
199 actor.damageforcescale = 0.0001; // no push while spawning
201 setanim(actor, actor.anim_spawn, false, true, true);
202 actor.spawn_time = actor.animstate_endtime;
207 METHOD(Zombie, mr_precache, bool(Zombie this))