1 const vector BRUTE_MIN = '-36 -36 -20';
2 const vector BRUTE_MAX = '36 36 50';
4 string BRUTE_MODEL = "models/monsters/ogre.dpm";
7 float autocvar_g_monster_brute;
8 float autocvar_g_monster_brute_health;
9 float autocvar_g_monster_brute_chainsaw_damage;
10 float autocvar_g_monster_brute_speed_walk;
11 float autocvar_g_monster_brute_speed_run;
12 float autocvar_g_monster_brute_attack_uzi_bullets;
13 float autocvar_g_monster_brute_attack_uzi_damage;
14 float autocvar_g_monster_brute_attack_uzi_force;
15 float autocvar_g_monster_brute_attack_uzi_chance;
16 float autocvar_g_monster_brute_attack_grenade_damage;
17 float autocvar_g_monster_brute_attack_grenade_edgedamage;
18 float autocvar_g_monster_brute_attack_grenade_force;
19 float autocvar_g_monster_brute_attack_grenade_radius;
21 const float brute_anim_idle = 0;
22 const float brute_anim_walk = 1;
23 const float brute_anim_run = 2;
24 const float brute_anim_pain = 3;
25 const float brute_anim_swing = 4;
26 const float brute_anim_die = 5;
32 self.think = brute_think;
33 self.nextthink = time + self.ticrate;
35 monster_move(autocvar_g_monster_brute_speed_run, autocvar_g_monster_brute_speed_walk, 300, brute_anim_run, brute_anim_walk, brute_anim_idle);
40 self.brute_cycles += 1;
41 self.angles_y = self.angles_y + random()* 25;
42 self.delay = time + 0.2;
43 self.monster_delayedattack = brute_blade;
45 monster_melee(self.enemy, autocvar_g_monster_brute_chainsaw_damage, 0.3, DEATH_MONSTER_BRUTE_BLADE, TRUE);
47 if(self.brute_cycles >= 4)
49 self.monster_delayedattack = func_null;
56 self.brute_cycles += 1;
58 if(self.brute_cycles > autocvar_g_monster_brute_attack_uzi_bullets)
60 self.monster_delayedattack = func_null;
65 monster_makevectors(self.enemy);
67 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);
68 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);
69 endFireBallisticBullet();
71 self.delay = time + 0.1;
72 self.monster_delayedattack = brute_uzi;
75 void brute_grenade_explode()
77 pointparticles(particleeffectnum("grenade_explode"), self.origin, '0 0 0', 1);
78 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
80 self.event_damage = func_null;
81 self.takedamage = DAMAGE_NO;
83 if(self.movetype == MOVETYPE_NONE)
84 self.velocity = self.oldvelocity;
86 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);
91 void brute_grenade_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
96 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
97 return; // g_projectiles_damage says to halt
99 self.health = self.health - damage;
101 if (self.health <= 0)
102 W_PrepareExplosionByDamage(attacker, self.use);
105 void brute_grenade_touch()
112 void brute_grenade_think()
114 self.nextthink = time;
118 brute_grenade_explode();
127 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);
128 w_shotdir = v_forward; // no TrueAim for grenades please
131 gren.owner = gren.realowner = self;
132 gren.classname = "grenade";
133 gren.bot_dodge = TRUE;
134 gren.bot_dodgerating = autocvar_g_monster_brute_attack_grenade_damage;
135 gren.movetype = MOVETYPE_BOUNCE;
136 PROJECTILE_MAKETRIGGER(gren);
137 gren.projectiledeathtype = DEATH_MONSTER_BRUTE_GRENADE;
138 setorigin(gren, w_shotorg);
139 setsize(gren, '-3 -3 -3', '3 3 3');
142 gren.nextthink = time;
143 gren.think = brute_grenade_think;
144 gren.use = brute_grenade_explode;
145 gren.touch = brute_grenade_touch;
147 gren.takedamage = DAMAGE_YES;
148 gren.health = autocvar_g_balance_grenadelauncher_primary_health;
149 gren.damageforcescale = autocvar_g_balance_grenadelauncher_primary_damageforcescale;
150 gren.event_damage = brute_grenade_damage;
151 gren.damagedbycontents = TRUE;
152 gren.missile_flags = MIF_SPLASH | MIF_ARC;
153 W_SETUPPROJECTILEVELOCITY_UP(gren, g_balance_grenadelauncher_primary);
155 gren.angles = vectoangles (gren.velocity);
156 gren.flags = FL_PROJECTILE;
158 CSQCProjectile(gren, TRUE, PROJECTILE_GRENADE, TRUE);
161 float brute_attack(float attack_type)
165 case MONSTER_ATTACK_MELEE:
167 self.brute_cycles = 0;
168 monsters_setframe(brute_anim_swing);
169 self.attack_finished_single = time + 1.3;
174 case MONSTER_ATTACK_RANGED:
176 self.brute_cycles = 0;
177 if(random() <= autocvar_g_monster_brute_attack_uzi_chance)
179 monsters_setframe(brute_anim_pain);
180 self.attack_finished_single = time + 0.8;
181 self.delay = time + 0.1;
182 self.monster_delayedattack = brute_uzi;
186 monster_makevectors(self.enemy);
188 monsters_setframe(brute_anim_pain);
189 self.attack_finished_single = time + 1.2;
201 Monster_CheckDropCvars ("brute");
203 self.think = monster_dead_think;
204 self.nextthink = time + self.ticrate;
205 self.ltime = time + 5;
206 monsters_setframe(brute_anim_die);
208 monster_hook_death(); // for post-death mods
214 self.health = autocvar_g_monster_brute_health;
216 self.damageforcescale = 0.003;
217 self.classname = "monster_brute";
218 self.monster_attackfunc = brute_attack;
219 self.nextthink = time + random() * 0.5 + 0.1;
220 self.think = brute_think;
221 self.weapon = WEP_GRENADE_LAUNCHER;
223 monsters_setframe(brute_anim_idle);
225 monster_setupsounds("brute");
227 monster_hook_spawn(); // for post-spawn mods
230 void spawnfunc_monster_brute()
232 if not(autocvar_g_monster_brute) { remove(self); return; }
234 self.monster_spawnfunc = spawnfunc_monster_brute;
236 if(Monster_CheckAppearFlags(self))
239 if not (monster_initialize(
240 "Brute", MONSTER_BRUTE,
241 BRUTE_MIN, BRUTE_MAX,
243 brute_die, brute_spawn))