X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fzombie.qc;h=a219338343276fef8e08894e707987a5b93b9c2e;hb=e30214cf338291f1709fb02ed5e84cad9321e156;hp=fd270a1e1efaf2142ecea7a7fd0475b38c7ccae5;hpb=641c47df604de42c11c68a7d80813b29affcefb2;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster/zombie.qc b/qcsrc/common/monsters/monster/zombie.qc index fd270a1e1..a21933834 100644 --- a/qcsrc/common/monsters/monster/zombie.qc +++ b/qcsrc/common/monsters/monster/zombie.qc @@ -1,30 +1,4 @@ -#ifndef ZOMBIE_H -#define ZOMBIE_H - -#ifndef MENUQC -MODEL(MON_ZOMBIE, M_Model("zombie.dpm")); -#endif - -CLASS(Zombie, Monster) - ATTRIB(Zombie, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RIDE); - ATTRIB(Zombie, mins, vector, '-18 -18 -25'); - ATTRIB(Zombie, maxs, vector, '18 18 47'); -#ifndef MENUQC - ATTRIB(Zombie, m_model, Model, MDL_MON_ZOMBIE); -#endif - ATTRIB(Zombie, netname, string, "zombie"); - ATTRIB(Zombie, monster_name, string, _("Zombie")); -ENDCLASS(Zombie) - -REGISTER_MONSTER(ZOMBIE, NEW(Zombie)) { -#ifndef MENUQC - this.mr_precache(this); -#endif -} - -#endif - -#ifdef IMPLEMENTATION +#include "zombie.qh" #ifdef SVQC float autocvar_g_monster_zombie_health; @@ -77,7 +51,7 @@ const float zombie_anim_spawn = 30; void M_Zombie_Attack_Leap_Touch(entity this, entity toucher) { - if (this.health <= 0) + if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0) return; vector angles_face; @@ -86,7 +60,7 @@ void M_Zombie_Attack_Leap_Touch(entity this, entity toucher) { angles_face = vectoangles(this.moveto - this.origin); angles_face = normalize(angles_face) * (autocvar_g_monster_zombie_attack_leap_force); - Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, toucher.origin, angles_face); + Damage(toucher, this, this, (autocvar_g_monster_zombie_attack_leap_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_ZOMBIE_JUMP.m_id, DMG_NOWEP, toucher.origin, angles_face); settouch(this, Monster_Touch); // instantly turn it off to stop damage spam this.state = 0; } @@ -100,16 +74,16 @@ void M_Zombie_Attack_Leap_Touch(entity this, entity toucher) void M_Zombie_Defend_Block_End(entity this) { - if(this.health <= 0) + if(GetResourceAmount(this, RESOURCE_HEALTH) <= 0) return; setanim(this, this.anim_blockend, false, true, true); - this.armorvalue = autocvar_g_monsters_armor_blockpercent; + SetResourceAmount(this, RESOURCE_ARMOR, autocvar_g_monsters_armor_blockpercent); } bool M_Zombie_Defend_Block(entity this) { - this.armorvalue = 0.9; + SetResourceAmount(this, RESOURCE_ARMOR, 0.9); this.state = MONSTER_ATTACK_MELEE; // freeze monster this.attack_finished_single[0] = time + 2.1; this.anim_finished = this.attack_finished_single[0]; @@ -120,13 +94,13 @@ bool M_Zombie_Defend_Block(entity this) return true; } -bool M_Zombie_Attack(int attack_type, entity actor, entity targ) +bool M_Zombie_Attack(int attack_type, entity actor, entity targ, .entity weaponentity) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { - if(random() < 0.3 && actor.health < 75 && actor.enemy.health > 10) + if(random() < 0.3 && GetResourceAmount(actor, RESOURCE_HEALTH) < 75 && GetResourceAmount(actor.enemy, RESOURCE_HEALTH) > 10) return M_Zombie_Defend_Block(actor); float anim_chance = random(); @@ -151,7 +125,7 @@ bool M_Zombie_Attack(int attack_type, entity actor, entity targ) return false; } -spawnfunc(monster_zombie) { Monster_Spawn(this, MON_ZOMBIE.monsterid); } +spawnfunc(monster_zombie) { Monster_Spawn(this, true, MON_ZOMBIE.monsterid); } #endif // SVQC #ifdef SVQC @@ -174,13 +148,13 @@ METHOD(Zombie, mr_pain, float(Zombie this, entity actor, float damage_take, enti METHOD(Zombie, mr_death, bool(Zombie this, entity actor)) { TC(Zombie, this); - actor.armorvalue = autocvar_g_monsters_armor_blockpercent; + SetResourceAmount(actor, RESOURCE_ARMOR, autocvar_g_monsters_armor_blockpercent); setanim(actor, ((random() > 0.5) ? actor.anim_die1 : actor.anim_die2), false, true, true); return true; } #endif -#ifndef MENUQC +#ifdef GAMEQC METHOD(Zombie, mr_anim, bool(Zombie this, entity actor)) { TC(Zombie, this); @@ -206,7 +180,7 @@ METHOD(Zombie, mr_anim, bool(Zombie this, entity actor)) METHOD(Zombie, mr_setup, bool(Zombie this, entity actor)) { TC(Zombie, this); - if(!actor.health) actor.health = (autocvar_g_monster_zombie_health); + if(!GetResourceAmount(actor, RESOURCE_HEALTH)) SetResourceAmount(actor, RESOURCE_HEALTH, autocvar_g_monster_zombie_health); if(!actor.speed) { actor.speed = (autocvar_g_monster_zombie_speed_walk); } if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_zombie_speed_run); } if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_zombie_speed_stop); } @@ -214,9 +188,11 @@ METHOD(Zombie, mr_setup, bool(Zombie this, entity actor)) if(actor.spawnflags & MONSTERFLAG_NORESPAWN) actor.spawnflags &= ~MONSTERFLAG_NORESPAWN; // zombies always respawn + actor.spawnflags &= ~MONSTERFLAG_APPEAR; // once it's appeared, it will respawn quickly, we don't want it to appear + actor.spawnflags |= MONSTER_RESPAWN_DEATHPOINT; - actor.monster_loot = spawnfunc_item_health_medium; + actor.monster_loot = ITEM_HealthMedium; actor.monster_attackfunc = M_Zombie_Attack; actor.spawnshieldtime = actor.spawn_time; actor.respawntime = 0.2; @@ -227,12 +203,4 @@ METHOD(Zombie, mr_setup, bool(Zombie this, entity actor)) return true; } - -METHOD(Zombie, mr_precache, bool(Zombie this)) -{ - TC(Zombie, this); - return true; -} -#endif - #endif