--- /dev/null
- if (this.health <= 0)
+#include "golem.qh"
+
+#ifdef SVQC
+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_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;
+float autocvar_g_monster_golem_attack_lightning_force;
+float autocvar_g_monster_golem_attack_lightning_radius;
+float autocvar_g_monster_golem_attack_lightning_radius_zap;
+float autocvar_g_monster_golem_attack_lightning_speed;
+float autocvar_g_monster_golem_attack_lightning_speed_up;
+float autocvar_g_monster_golem_speed_stop;
+float autocvar_g_monster_golem_speed_run;
+float autocvar_g_monster_golem_speed_walk;
+
+/*
+const float golem_anim_stand = 0;
+const float golem_anim_walk = 1;
+const float golem_anim_run = 2;
+const float golem_anim_smash = 3;
+const float golem_anim_swingr = 4;
+const float golem_anim_swingl = 5;
+const float golem_anim_magic = 6;
+const float golem_anim_pain = 7;
+const float golem_anim_death = 8;
+*/
+
+.float golem_lastattack; // delay attacks separately
+
+void M_Golem_Attack_Smash(entity this)
+{
+ makevectors(this.angles);
+ 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);
+
+ vector loc = this.origin + v_forward * 50;
+
+ 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)
+{
+ Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_golem_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_GOLEM_CLAW.m_id, true);
+}
+
+#include <common/effects/qc/_mod.qh>
+
+void M_Golem_Attack_Lightning_Explode(entity this, entity directhitentity)
+{
+ sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
+
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+ set_movetype(this, MOVETYPE_NONE);
+ this.velocity = '0 0 0';
+
+ if(this.move_movetype == MOVETYPE_NONE)
+ this.velocity = this.oldvelocity;
+
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_damage), (autocvar_g_monster_golem_attack_lightning_radius),
+ NULL, NULL, (autocvar_g_monster_golem_attack_lightning_force), this.projectiledeathtype, DMG_NOWEP, directhitentity);
+
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_golem_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
+ {
+ te_csqc_lightningarc(this.origin, it.origin);
+ Damage(it, this, this.realowner, (autocvar_g_monster_golem_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_GOLEM_ZAP.m_id, DMG_NOWEP, it.origin, '0 0 0');
+ });
+
+ setthink(this, SUB_Remove);
+ this.nextthink = time + 0.2;
+}
+
+void M_Golem_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
+{
+ M_Golem_Attack_Lightning_Explode(this, trigger);
+}
+
+void M_Golem_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
+{
- this.health = this.health - damage;
++ if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
- if (this.health <= 0)
++ TakeResource(this, RESOURCE_HEALTH, damage);
+
- gren.health = 50;
++ if (GetResourceAmount(this, RESOURCE_HEALTH) <= 0)
+ W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
+}
+
+void M_Golem_Attack_Lightning_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
+
+ this.use(this, NULL, toucher);
+}
+
+void M_Golem_Attack_Lightning_Think(entity this)
+{
+ this.nextthink = time;
+ if (time > this.cnt)
+ {
+ M_Golem_Attack_Lightning_Explode(this, NULL);
+ return;
+ }
+}
+
+void M_Golem_Attack_Lightning(entity this)
+{
+ entity gren;
+
+ monster_makevectors(this, this.enemy);
+
+ gren = new(grenade);
+ gren.owner = gren.realowner = this;
+ gren.bot_dodge = true;
+ gren.bot_dodgerating = (autocvar_g_monster_golem_attack_lightning_damage);
+ set_movetype(gren, MOVETYPE_BOUNCE);
+ PROJECTILE_MAKETRIGGER(gren);
+ gren.projectiledeathtype = DEATH_MONSTER_GOLEM_ZAP.m_id;
+ setorigin(gren, CENTER_OR_VIEWOFS(this));
+ setsize(gren, '-8 -8 -8', '8 8 8');
+ gren.scale = 2.5;
+
+ gren.cnt = time + 5;
+ gren.nextthink = time;
+ setthink(gren, M_Golem_Attack_Lightning_Think);
+ gren.use = M_Golem_Attack_Lightning_Explode_use;
+ settouch(gren, M_Golem_Attack_Lightning_Touch);
+
+ gren.takedamage = DAMAGE_YES;
- if(!actor.health) actor.health = (autocvar_g_monster_golem_health);
++ SetResourceAmountExplicit(gren, RESOURCE_HEALTH, 50);
+ gren.damageforcescale = 0;
+ gren.event_damage = M_Golem_Attack_Lightning_Damage;
+ gren.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, gren);
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
+ W_SetupProjVelocity_Explicit(gren, v_forward, v_up, (autocvar_g_monster_golem_attack_lightning_speed), (autocvar_g_monster_golem_attack_lightning_speed_up), 0, 0, false);
+
+ gren.angles = vectoangles (gren.velocity);
+ gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
+
+ CSQCProjectile(gren, true, PROJECTILE_GOLEM_LIGHTNING, true);
+}
+
+.int state;
+
+bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ 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
+ return true;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ float randomness = random();
+
+ if(time >= actor.golem_lastattack) // golem doesn't attack much
+ if(IS_ONGROUND(actor))
+ 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);
+ Monster_Delay(actor, 1, 1.1, M_Golem_Attack_Smash);
+ if(actor.animstate_endtime > time)
+ actor.anim_finished = actor.animstate_endtime;
+ else
+ actor.anim_finished = time + 1.2;
+ actor.attack_finished_single[0] = actor.anim_finished + 0.2;
+ actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+ actor.golem_lastattack = time + 3 + random() * 1.5;
+ return true;
+ }
+ 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);
+ 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;
+ actor.golem_lastattack = time + 3 + random() * 1.5;
+ Monster_Delay(actor, 1, 0.6, M_Golem_Attack_Lightning);
+ return true;
+ }
+
+ return false;
+ }
+ }
+
+ return false;
+}
+
+spawnfunc(monster_golem) { Monster_Spawn(this, true, MON_GOLEM.monsterid); }
+// compatibility
+spawnfunc(monster_shambler) { spawnfunc_monster_golem(this); }
+#endif // SVQC
+
+#ifdef SVQC
+METHOD(Golem, mr_think, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ return true;
+}
+
+METHOD(Golem, mr_pain, float(Golem this, entity actor, float damage_take, entity attacker, float deathtype))
+{
+ TC(Golem, this);
+ actor.pain_finished = time + 0.5;
+ setanim(actor, ((random() >= 0.5) ? actor.anim_pain2 : actor.anim_pain1), true, true, false);
+ return damage_take;
+}
+
+METHOD(Golem, mr_death, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ setanim(actor, actor.anim_die1, false, true, true);
+ return true;
+}
+#endif
+#ifdef GAMEQC
+METHOD(Golem, mr_anim, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ vector none = '0 0 0';
+ actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_run = animfixfps(actor, '2 1 1', none);
+ //actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ //actor.anim_melee4 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_melee1 = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+ actor.anim_pain2 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+ //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_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
+ // dead2 16
+ //actor.anim_dieback = animfixfps(actor, '16 1 0.5', none); // 2 seconds
+ //actor.anim_deadback = animfixfps(actor, '17 1 0.5', none); // 2 seconds
+ //actor.anim_dead2 = animfixfps(actor, '18 1 0.5', none); // 2 seconds
+ //actor.anim_dead3 = animfixfps(actor, '19 1 0.5', none); // 2 seconds
+ //actor.anim_dead4 = animfixfps(actor, '20 1 0.5', none); // 2 seconds
+ //actor.anim_dead5 = animfixfps(actor, '21 1 0.5', none); // 2 seconds
+ //actor.anim_dead6 = animfixfps(actor, '22 1 0.5', none); // 2 seconds
+ return true;
+}
+#endif
+#ifdef SVQC
+.float animstate_endtime;
+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(!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); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_golem_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_golem_damageforcescale); }
+
+ 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);
+ actor.spawn_time = actor.animstate_endtime;
+ actor.spawnshieldtime = actor.spawn_time;
+ actor.monster_attackfunc = M_Golem_Attack;
+
+ return true;
+}
+#endif