]> 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 85a1716390718b0544a34d01334c23a2fbf07352..269630057329fe57652d5377e8acc9af98fa894d 100644 (file)
@@ -4,7 +4,8 @@
 float autocvar_g_monster_golem_health;
 float autocvar_g_monster_golem_damageforcescale = 0.1;
 float autocvar_g_monster_golem_attack_smash_damage;
-float autocvar_g_monster_golem_attack_smash_range;
+float autocvar_g_monster_golem_attack_smash_force = 100;
+float autocvar_g_monster_golem_attack_smash_range = 200;
 float autocvar_g_monster_golem_attack_claw_damage;
 float autocvar_g_monster_golem_attack_lightning_damage;
 float autocvar_g_monster_golem_attack_lightning_damage_zap = 15;
@@ -37,12 +38,14 @@ void M_Golem_Attack_Smash(entity this)
        Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
        sound(this, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
 
-       // RadiusDamage does NOT support custom starting location, which means we must use this hack...
+       vector loc = this.origin + v_forward * 50;
 
-       tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_golem_attack_smash_range, MOVE_NORMAL, this);
-
-       if(trace_ent.takedamage)
-               Damage(trace_ent, this, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, trace_ent.origin, normalize(trace_ent.origin - this.origin));
+       entity dmgent = spawn();
+       dmgent.owner = dmgent.realowner = this;
+       setorigin(dmgent, loc);
+       RadiusDamage (dmgent, this, (autocvar_g_monster_golem_attack_smash_damage) * MONSTER_SKILLMOD(this), (autocvar_g_monster_golem_attack_smash_damage * 0.5) * MONSTER_SKILLMOD(this), 
+                                       autocvar_g_monster_golem_attack_smash_range, this, NULL, autocvar_g_monster_golem_attack_smash_force, DEATH_MONSTER_GOLEM_SMASH.m_id, DMG_NOWEP, NULL);
+       delete(dmgent);
 }
 
 void M_Golem_Attack_Swing(entity this)
@@ -85,15 +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 (this.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
 
-       this.health = this.health - damage;
+       TakeResource(this, RES_HEALTH, damage);
 
-       if (this.health <= 0)
+       if (GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
 }
 
@@ -138,7 +141,7 @@ void M_Golem_Attack_Lightning(entity this)
        settouch(gren, M_Golem_Attack_Lightning_Touch);
 
        gren.takedamage = DAMAGE_YES;
-       gren.health = 50;
+       SetResourceExplicit(gren, RES_HEALTH, 50);
        gren.damageforcescale = 0;
        gren.event_damage = M_Golem_Attack_Lightning_Damage;
        gren.damagedbycontents = true;
@@ -162,6 +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
@@ -171,11 +175,12 @@ 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, true, true, false);
+                               setanim(actor, actor.anim_melee1, false, true, true);
                                Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
                                if(actor.animstate_endtime > time)
                                        actor.anim_finished = actor.animstate_endtime;
@@ -188,7 +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;
@@ -204,7 +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
@@ -220,7 +225,7 @@ METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity
 {
     TC(Golem, this);
     actor.pain_finished = time + 0.5;
-    setanim(actor, actor.anim_pain1, true, true, false);
+    setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
     return damage_take;
 }
 
@@ -249,7 +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
@@ -269,7 +274,7 @@ METHOD(Golem, mr_anim, bool(Golem this, entity actor))
 METHOD(Golem, mr_setup, bool(Golem this, entity actor))
 {
     TC(Golem, this);
-    if(!actor.health) actor.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); }
@@ -279,7 +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;