#include "spider.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
.float spider_slowness; // effect time of slowness inflicted by spiders
float autocvar_g_monster_spider_attack_web_speed;
float autocvar_g_monster_spider_attack_web_speed_up;
float autocvar_g_monster_spider_attack_web_delay;
+float autocvar_g_monster_spider_attack_web_range = 800;
float autocvar_g_monster_spider_attack_bite_damage;
float autocvar_g_monster_spider_attack_bite_delay;
REGISTER_MUTATOR(spiderweb, true);
-MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics)
+MUTATOR_HOOKFUNCTION(spiderweb, PlayerPhysics_UpdateStats)
{
- entity player = M_ARGV(0, entity);
-
- if (time >= player.spider_slowness)
- return false;
- PHYS_MAXSPEED(player) *= 0.5; // half speed while slow from spider
- PHYS_MAXAIRSPEED(player) *= 0.5;
- PHYS_AIRSPEEDLIMIT_NONQW(player) *= 0.5;
- PHYS_AIRSTRAFEACCELERATE(player) *= 0.5;
+ entity player = M_ARGV(0, entity);
+
+ if(time < player.spider_slowness)
+ STAT(MOVEVARS_HIGHSPEED, player) *= 0.5;
}
MUTATOR_HOOKFUNCTION(spiderweb, MonsterMove)
TC(SpiderAttack, thiswep);
bool isPlayer = IS_PLAYER(actor);
if (fire & 1)
- if ((!isPlayer && time >= actor.spider_web_delay) || weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay)) {
+ if ((!isPlayer && time >= actor.spider_web_delay) || (isPlayer && weapon_prepareattack(thiswep, actor, weaponentity, false, autocvar_g_monster_spider_attack_web_delay))) {
if (!isPlayer) {
- actor.spider_web_delay = time + 3;
+ actor.spider_web_delay = time + autocvar_g_monster_spider_attack_web_delay;
setanim(actor, actor.anim_shoot, true, true, true);
- actor.attack_finished_single[0] = time + (autocvar_g_monster_spider_attack_web_delay);
- actor.anim_finished = time + 1;
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
}
if (isPlayer) actor.enemy = Monster_FindTarget(actor);
- W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_SpiderAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_SPIDER.m_id);
if (!isPlayer) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
M_Spider_Attack_Web(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
if(this)
{
Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
- RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, NULL);
+ RadiusDamage(this, this.realowner, 0, 0, 25, NULL, NULL, 25, this.projectiledeathtype, DMG_NOWEP, NULL);
- FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && it.health > 0 && it.monsterid != MON_SPIDER.monsterid,
+ FOREACH_ENTITY_RADIUS(this.origin, 25, it != this && it.takedamage && !IS_DEAD(it) && GetResourceAmount(it, RESOURCE_HEALTH) > 0 && it.monsterid != MON_SPIDER.monsterid,
{
it.spider_slowness = time + (autocvar_g_monster_spider_attack_web_damagetime);
});
setsize(proj, '-4 -4 -4', '4 4 4');
proj.takedamage = DAMAGE_NO;
proj.damageforcescale = 0;
- proj.health = 500;
+ SetResourceAmountExplicit(proj, RESOURCE_HEALTH, 500);
proj.event_damage = func_null;
proj.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, proj);
+ IL_PUSH(g_bot_dodge, proj);
proj.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, proj);
proj.bouncefactor = 0.3;
proj.bouncestop = 0.05;
CSQCProjectile(proj, true, PROJECTILE_ELECTRO, true);
}
-bool M_Spider_Attack(int attack_type, entity actor, entity targ)
+bool M_Spider_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
- .entity weaponentity = weaponentities[0];
switch(attack_type)
{
Weapon wep = WEP_SPIDER_ATTACK;
}
case MONSTER_ATTACK_RANGED:
{
- wep.wr_think(wep, actor, weaponentity, 1);
- return true;
+ if(vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_spider_attack_web_range))
+ {
+ wep.wr_think(wep, actor, weaponentity, 1);
+ return true;
+ }
}
}
return false;
}
-spawnfunc(monster_spider) { Monster_Spawn(this, MON_SPIDER.monsterid); }
+spawnfunc(monster_spider) { Monster_Spawn(this, true, MON_SPIDER.monsterid); }
#endif // SVQC
#ifdef SVQC
METHOD(Spider, mr_pain, float(Spider this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Spider, this);
+ setanim(actor, ((random() > 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+ actor.pain_finished = actor.animstate_endtime;
return damage_take;
}
METHOD(Spider, mr_death, bool(Spider this, entity actor))
{
TC(Spider, this);
- setanim(actor, actor.anim_melee, false, true, true);
- actor.angles_x = 180;
+ setanim(actor, ((random() > 0.5) ? actor.anim_die2 : actor.anim_die1), false, true, true);
return true;
}
#endif
{
TC(Spider, this);
vector none = '0 0 0';
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_melee = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_shoot = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '1 1 1', none);
+ actor.anim_melee = animfixfps(actor, '0 1 5', none); // analyze models and set framerate
+ actor.anim_die1 = animfixfps(actor, '1 1 1', none);
+ actor.anim_die2 = animfixfps(actor, '2 1 1', none);
+ actor.anim_shoot = animfixfps(actor, '3 1 1', none);
+ //actor.anim_fire2 = animfixfps(actor, '4 1 1', none);
+ actor.anim_idle = animfixfps(actor, '5 1 1', none);
+ //actor.anim_sight = animfixfps(actor, '6 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '7 1 1', none);
+ actor.anim_pain2 = animfixfps(actor, '8 1 1', none);
+ //actor.anim_pain3 = animfixfps(actor, '9 1 1', none);
+ actor.anim_walk = animfixfps(actor, '10 1 1', none);
+ actor.anim_run = animfixfps(actor, '10 1 1', none); // temp?
+ //actor.anim_forwardright = animfixfps(actor, '11 1 1', none);
+ //actor.anim_walkright = animfixfps(actor, '12 1 1', none);
+ //actor.anim_walkbackright = animfixfps(actor, '13 1 1', none);
+ //actor.anim_walkback = animfixfps(actor, '14 1 1', none);
+ //actor.anim_walkbackleft = animfixfps(actor, '15 1 1', none);
+ //actor.anim_walkleft = animfixfps(actor, '16 1 1', none);
+ //actor.anim_forwardleft = animfixfps(actor, '17 1 1', none);
return true;
}
#endif
#ifdef SVQC
-spawnfunc(item_health_medium);
METHOD(Spider, mr_setup, bool(Spider this, entity actor))
{
TC(Spider, this);
- if(!actor.health) actor.health = (autocvar_g_monster_spider_health);
+ if(!GetResourceAmount(this, RESOURCE_HEALTH)) SetResourceAmountExplicit(actor, RESOURCE_HEALTH, autocvar_g_monster_spider_health);
if(!actor.speed) { actor.speed = (autocvar_g_monster_spider_speed_walk); }
if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_spider_speed_run); }
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_spider_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_spider_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_medium;
+ actor.monster_loot = ITEM_HealthMedium;
actor.monster_attackfunc = M_Spider_Attack;
return true;
}
-
-METHOD(Spider, mr_precache, bool(Spider this))
-{
- TC(Spider, this);
- return true;
-}
-#endif
-
#endif