]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/golem.qc
Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / golem.qc
index 825e403ca26adb9f5c8c3dd8e671d6cefd279818..269630057329fe57652d5377e8acc9af98fa894d 100644 (file)
@@ -88,15 +88,15 @@ void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trig
 
 void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if (GetResource(this, RES_HEALTH) <= 0)
                return;
 
        if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
                return; // g_projectiles_damage says to halt
 
-       TakeResource(this, RESOURCE_HEALTH, damage);
+       TakeResource(this, RES_HEALTH, damage);
 
-       if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+       if (GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
 }
 
@@ -141,7 +141,7 @@ void M_Golem_Attack_Lightning(entity this)
        settouch(gren, M_Golem_Attack_Lightning_Touch);
 
        gren.takedamage = DAMAGE_YES;
-       SetResourceAmountExplicit(gren, RESOURCE_HEALTH, 50);
+       SetResourceExplicit(gren, RES_HEALTH, 50);
        gren.damageforcescale = 0;
        gren.event_damage = M_Golem_Attack_Lightning_Damage;
        gren.damagedbycontents = true;
@@ -165,6 +165,7 @@ bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponen
        {
                case MONSTER_ATTACK_MELEE:
                {
+                       setanim(actor, ((random() >= 0.5) ? actor.anim_melee2 : actor.anim_melee3), false, true, true);
                        int swing_cnt = bound(1, floor(random() * 4), 3);
                        Monster_Delay(actor, swing_cnt, 0.5, M_Golem_Attack_Swing);
                        actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
@@ -174,8 +175,9 @@ bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponen
                {
                        float randomness = random();
 
-                       if(time >= actor.golem_lastattack) // golem doesn't attack much
-                       if(IS_ONGROUND(actor))
+                       if(time < actor.golem_lastattack || !IS_ONGROUND(actor))
+                               return false;
+
                        if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_golem_attack_smash_range))
                        {
                                setanim(actor, actor.anim_melee1, false, true, true);
@@ -191,7 +193,7 @@ bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponen
                        }
                        else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_golem_attack_smash_range * 1.5)) // small chance, don't want this spammed
                        {
-                               setanim(actor, actor.anim_shoot, true, true, false);
+                               setanim(actor, actor.anim_melee2, true, true, false);
                                actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
                                actor.attack_finished_single[0] = time + 1.1;
                                actor.anim_finished = 1.1;
@@ -207,7 +209,7 @@ bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponen
        return false;
 }
 
-spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM.monsterid); }
+spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM); }
 // compatibility
 spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
 #endif // SVQC
@@ -252,7 +254,7 @@ METHOD(Golem, mr_anim, bool(Golem this, entity actor))
     //actor.anim_pain3 = animfixfps(actor, '9 1 2', none); // 0.5 seconds
     //actor.anim_pain4 = animfixfps(actor, '10 1 2', none); // 0.5 seconds
     //actor.anim_pain5 = animfixfps(actor, '11 1 2', none); // 0.5 seconds
-    //actor.anim_sight = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
+    actor.anim_spawn = animfixfps(actor, '12 1 5', none); // analyze models and set framerate
     actor.anim_die1 = animfixfps(actor, '13 1 0.5', none); // 2 seconds
     //actor.anim_dead = animfixfps(actor, '14 1 0.5', none); // 2 seconds
     actor.anim_die2 = animfixfps(actor, '15 1 0.5', none); // 2 seconds
@@ -272,7 +274,7 @@ METHOD(Golem, mr_anim, bool(Golem this, entity actor))
 METHOD(Golem, mr_setup, bool(Golem this, entity actor))
 {
     TC(Golem, this);
-    if(!GetResourceAmount(actor, RESOURCE_HEALTH)) SetResourceAmountExplicit(actor, RESOURCE_HEALTH, autocvar_g_monster_golem_health);
+    if(!GetResource(actor, RES_HEALTH)) SetResourceExplicit(actor, RES_HEALTH, autocvar_g_monster_golem_health);
     if(!actor.attack_range) actor.attack_range = 150;
     if(!actor.speed) { actor.speed = (autocvar_g_monster_golem_speed_walk); }
     if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_golem_speed_run); }
@@ -282,7 +284,7 @@ METHOD(Golem, mr_setup, bool(Golem this, entity actor))
     actor.monster_loot = ITEM_HealthMega;
     actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
 
-    setanim(actor, actor.anim_shoot, false, true, true);
+    setanim(actor, actor.anim_spawn, false, true, true);
     actor.spawn_time = actor.animstate_endtime;
     actor.spawnshieldtime = actor.spawn_time;
     actor.monster_attackfunc = M_Golem_Attack;