set g_monster_wyvern_speed_walk 120
// }}}
// {{{ #5: Shambler
-set g_monster_shambler_attack_claw_damage 60
-set g_monster_shambler_attack_lightning_damage 25
-set g_monster_shambler_attack_lightning_damage_zap 15
-set g_monster_shambler_attack_lightning_force 100
-set g_monster_shambler_attack_lightning_radius 50
-set g_monster_shambler_attack_lightning_radius_zap 250
-set g_monster_shambler_attack_lightning_speed 1000
-set g_monster_shambler_attack_lightning_speed_up 150
-set g_monster_shambler_attack_smash_damage 50
-set g_monster_shambler_attack_smash_range 0
-set g_monster_shambler_damageforcescale 0.100000001
-set g_monster_shambler_health 650
-set g_monster_shambler_speed_run 320
-set g_monster_shambler_speed_stop 300
-set g_monster_shambler_speed_walk 150
+set g_monster_golem_attack_claw_damage 60
+set g_monster_golem_attack_lightning_damage 25
+set g_monster_golem_attack_lightning_damage_zap 15
+set g_monster_golem_attack_lightning_force 100
+set g_monster_golem_attack_lightning_radius 50
+set g_monster_golem_attack_lightning_radius_zap 250
+set g_monster_golem_attack_lightning_speed 1000
+set g_monster_golem_attack_lightning_speed_up 150
+set g_monster_golem_attack_smash_damage 50
+set g_monster_golem_attack_smash_range 0
+set g_monster_golem_damageforcescale 0.100000001
+set g_monster_golem_health 650
+set g_monster_golem_speed_run 320
+set g_monster_golem_speed_stop 300
+set g_monster_golem_speed_walk 150
// }}}
// {{{ Misc
HANDLE(SEEKER) this.traileffect = EFFECT_SEEKER_TRAIL.m_id; break;
HANDLE(MAGE_SPIKE) this.traileffect = EFFECT_TR_VORESPIKE.m_id; break;
- HANDLE(SHAMBLER_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
+ HANDLE(GOLEM_LIGHTNING) this.traileffect = EFFECT_TR_NEXUIZPLASMA.m_id; break;
HANDLE(RAPTORBOMB) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
HANDLE(RAPTORBOMBLET) this.gravity = 1; this.avelocity = '0 0 180'; this.traileffect = EFFECT_Null.m_id; break;
this.bouncefactor = WEP_CVAR(mortar, bouncefactor);
this.bouncestop = WEP_CVAR(mortar, bouncestop);
break;
- case PROJECTILE_SHAMBLER_LIGHTNING:
+ case PROJECTILE_GOLEM_LIGHTNING:
this.mins = '-8 -8 -8';
this.maxs = '8 8 8';
this.scale = 2.5;
const int PROJECTILE_BUMBLE_BEAM = 31;
const int PROJECTILE_MAGE_SPIKE = 32;
-const int PROJECTILE_SHAMBLER_LIGHTNING = 33;
+const int PROJECTILE_GOLEM_LIGHTNING = 33;
const int PROJECTILE_ROCKETMINSTA_LASER = 34;
REGISTER_DEATHTYPE(LAVA, DEATH_SELF_LAVA, DEATH_MURDER_LAVA, "")
REGISTER_DEATHTYPE(MIRRORDAMAGE, DEATH_SELF_BETRAYAL, NULL, "")
REGISTER_DEATHTYPE(MONSTER_MAGE, DEATH_SELF_MON_MAGE, DEATH_MURDER_MONSTER, "monster")
-REGISTER_DEATHTYPE(MONSTER_SHAMBLER_CLAW, DEATH_SELF_MON_SHAMBLER_CLAW, DEATH_MURDER_MONSTER, "monster")
-REGISTER_DEATHTYPE(MONSTER_SHAMBLER_SMASH, DEATH_SELF_MON_SHAMBLER_SMASH, DEATH_MURDER_MONSTER, "monster")
-REGISTER_DEATHTYPE(MONSTER_SHAMBLER_ZAP, DEATH_SELF_MON_SHAMBLER_ZAP, DEATH_MURDER_MONSTER, "monster")
+REGISTER_DEATHTYPE(MONSTER_GOLEM_CLAW, DEATH_SELF_MON_GOLEM_CLAW, DEATH_MURDER_MONSTER, "monster")
+REGISTER_DEATHTYPE(MONSTER_GOLEM_SMASH, DEATH_SELF_MON_GOLEM_SMASH, DEATH_MURDER_MONSTER, "monster")
+REGISTER_DEATHTYPE(MONSTER_GOLEM_ZAP, DEATH_SELF_MON_GOLEM_ZAP, DEATH_MURDER_MONSTER, "monster")
REGISTER_DEATHTYPE(MONSTER_SPIDER, DEATH_SELF_MON_SPIDER, DEATH_MURDER_MONSTER, "monster")
REGISTER_DEATHTYPE(MONSTER_WYVERN, DEATH_SELF_MON_WYVERN, DEATH_MURDER_MONSTER, "monster")
REGISTER_DEATHTYPE(MONSTER_ZOMBIE_JUMP, DEATH_SELF_MON_ZOMBIE_JUMP, DEATH_MURDER_MONSTER, "monster")
MODEL(PROJECTILE_SEEKER, "models/tagrocket.md3");
MODEL(PROJECTILE_MAGE_SPIKE, "models/ebomb.mdl");
-MODEL(PROJECTILE_SHAMBLER_LIGHTNING, "models/ebomb.mdl");
+MODEL(PROJECTILE_GOLEM_LIGHTNING, "models/ebomb.mdl");
MODEL(PROJECTILE_RAPTORBOMB, "models/vehicles/clusterbomb.md3");
MODEL(PROJECTILE_RAPTORBOMBLET, "models/vehicles/bomblet.md3");
// generated file; do not modify
+#include <common/monsters/monster/golem.qc>
#include <common/monsters/monster/mage.qc>
-#include <common/monsters/monster/shambler.qc>
#include <common/monsters/monster/spider.qc>
+#include <common/monsters/monster/troll.qc>
#include <common/monsters/monster/wyvern.qc>
#include <common/monsters/monster/zombie.qc>
// generated file; do not modify
+#include <common/monsters/monster/golem.qh>
#include <common/monsters/monster/mage.qh>
-#include <common/monsters/monster/shambler.qh>
#include <common/monsters/monster/spider.qh>
+#include <common/monsters/monster/troll.qh>
#include <common/monsters/monster/wyvern.qh>
#include <common/monsters/monster/zombie.qh>
--- /dev/null
+#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_range;
+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);
+
+ // RadiusDamage does NOT support custom starting location, which means we must use this hack...
+
+ 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, trace_ent.origin, normalize(trace_ent.origin - this.origin));
+}
+
+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/all.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, 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, 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, vector hitloc, vector force)
+{
+ if (this.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;
+
+ if (this.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;
+ gren.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_melee2, true, true, false);
+ Monster_Delay(actor, 1, 0.7, M_Golem_Attack_Smash);
+ actor.attack_finished_single[0] = time + 1.1;
+ actor.anim_finished = time + 1.1;
+ 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, 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_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_die2 = animfixfps(actor, '14 1 0.5', none); // 2 seconds
+ //actor.anim_dead = animfixfps(actor, '15 1 0.5', none); // 2 seconds
+ //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
+spawnfunc(item_health_mega);
+.float animstate_endtime;
+METHOD(Golem, mr_setup, bool(Golem this, entity actor))
+{
+ TC(Golem, this);
+ if(!actor.health) actor.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 = spawnfunc_item_health_mega;
+ 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;
+}
+
+METHOD(Golem, mr_precache, bool(Golem this))
+{
+ TC(Golem, this);
+ return true;
+}
+#endif
--- /dev/null
+#pragma once
+
+#include "../all.qh"
+
+#ifdef GAMEQC
+MODEL(MON_GOLEM, M_Model("golem.dpm"));
+#endif
+
+CLASS(Golem, Monster)
+ ATTRIB(Golem, spawnflags, int, MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
+ ATTRIB(Golem, mins, vector, '-41 -41 -20');
+ ATTRIB(Golem, maxs, vector, '41 41 65');
+#ifdef GAMEQC
+ ATTRIB(Golem, m_model, Model, MDL_MON_GOLEM);
+#endif
+ ATTRIB(Golem, netname, string, "golem");
+ ATTRIB(Golem, monster_name, string, _("Golem"));
+ENDCLASS(Golem)
+
+REGISTER_MONSTER(GOLEM, NEW(Golem)) {
+#ifdef GAMEQC
+ this.mr_precache(this);
+#endif
+}
{
setanim(this, this.anim_shoot, true, true, true);
this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+ this.state = MONSTER_ATTACK_MELEE;
this.anim_finished = time + 1.5;
}
}
{
TC(Mage, this);
vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_run = animfixfps(actor, '1 1 1', none);
actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '5 1 1', none);
+ //actor.anim_fire1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ //actor.anim_fire2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ //actor.anim_fire3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ actor.anim_pain1 = animfixfps(actor, '6 1 2', none); // 0.5 seconds
+ actor.anim_pain2 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+ //actor.anim_pain3 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+ actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '10 1 0.5', none); // 2 seconds
+ //actor.anim_dead1 = animfixfps(actor, '11 1 0.5', none); // 2 seconds
+ //actor.anim_dead2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
return true;
}
#endif
#include "../all.qh"
#ifdef GAMEQC
-MODEL(MON_MAGE, M_Model("mage.dpm"));
+MODEL(MON_MAGE, M_Model("nanomage.dpm"));
#endif
CLASS(Mage, Monster)
+++ /dev/null
-#include "shambler.qh"
-
-#ifdef SVQC
-float autocvar_g_monster_shambler_health;
-float autocvar_g_monster_shambler_damageforcescale = 0.1;
-float autocvar_g_monster_shambler_attack_smash_damage;
-float autocvar_g_monster_shambler_attack_smash_range;
-float autocvar_g_monster_shambler_attack_claw_damage;
-float autocvar_g_monster_shambler_attack_lightning_damage;
-float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
-float autocvar_g_monster_shambler_attack_lightning_force;
-float autocvar_g_monster_shambler_attack_lightning_radius;
-float autocvar_g_monster_shambler_attack_lightning_radius_zap;
-float autocvar_g_monster_shambler_attack_lightning_speed;
-float autocvar_g_monster_shambler_attack_lightning_speed_up;
-float autocvar_g_monster_shambler_speed_stop;
-float autocvar_g_monster_shambler_speed_run;
-float autocvar_g_monster_shambler_speed_walk;
-
-/*
-const float shambler_anim_stand = 0;
-const float shambler_anim_walk = 1;
-const float shambler_anim_run = 2;
-const float shambler_anim_smash = 3;
-const float shambler_anim_swingr = 4;
-const float shambler_anim_swingl = 5;
-const float shambler_anim_magic = 6;
-const float shambler_anim_pain = 7;
-const float shambler_anim_death = 8;
-*/
-
-.float shambler_lastattack; // delay attacks separately
-
-void M_Shambler_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);
-
- // RadiusDamage does NOT support custom starting location, which means we must use this hack...
-
- tracebox(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, this);
-
- if(trace_ent.takedamage)
- Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin));
-}
-
-void M_Shambler_Attack_Swing(entity this)
-{
- Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true);
-}
-
-#include <common/effects/qc/all.qh>
-
-void M_Shambler_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_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
- NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, directhitentity);
-
- FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
- {
- te_csqc_lightningarc(this.origin, it.origin);
- Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, it.origin, '0 0 0');
- });
-
- setthink(this, SUB_Remove);
- this.nextthink = time + 0.2;
-}
-
-void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
-{
- M_Shambler_Attack_Lightning_Explode(this, trigger);
-}
-
-void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
-{
- if (this.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;
-
- if (this.health <= 0)
- W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
-}
-
-void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
-{
- PROJECTILE_TOUCH(this, toucher);
-
- this.use(this, NULL, toucher);
-}
-
-void M_Shambler_Attack_Lightning_Think(entity this)
-{
- this.nextthink = time;
- if (time > this.cnt)
- {
- M_Shambler_Attack_Lightning_Explode(this, NULL);
- return;
- }
-}
-
-void M_Shambler_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_shambler_attack_lightning_damage);
- set_movetype(gren, MOVETYPE_BOUNCE);
- PROJECTILE_MAKETRIGGER(gren);
- gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_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_Shambler_Attack_Lightning_Think);
- gren.use = M_Shambler_Attack_Lightning_Explode_use;
- settouch(gren, M_Shambler_Attack_Lightning_Touch);
-
- gren.takedamage = DAMAGE_YES;
- gren.health = 50;
- gren.damageforcescale = 0;
- gren.event_damage = M_Shambler_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_shambler_attack_lightning_speed), (autocvar_g_monster_shambler_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_SHAMBLER_LIGHTNING, true);
-}
-
-.int state;
-
-bool M_Shambler_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_Shambler_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.shambler_lastattack) // shambler doesn't attack much
- if(IS_ONGROUND(actor))
- if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range))
- {
- setanim(actor, actor.anim_melee2, true, true, false);
- Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
- actor.attack_finished_single[0] = time + 1.1;
- actor.anim_finished = time + 1.1;
- actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
- actor.shambler_lastattack = time + 3 + random() * 1.5;
- return true;
- }
- else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_shambler_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.shambler_lastattack = time + 3 + random() * 1.5;
- Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
- return true;
- }
-
- return false;
- }
- }
-
- return false;
-}
-
-spawnfunc(monster_shambler) { Monster_Spawn(this, true, MON_SHAMBLER.monsterid); }
-#endif // SVQC
-
-#ifdef SVQC
-METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
-{
- TC(Shambler, this);
- return true;
-}
-
-METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
-{
- TC(Shambler, this);
- actor.pain_finished = time + 0.5;
- setanim(actor, actor.anim_pain1, true, true, false);
- return damage_take;
-}
-
-METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
-{
- TC(Shambler, this);
- setanim(actor, actor.anim_die1, false, true, true);
- return true;
-}
-#endif
-#ifdef GAMEQC
-METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
-{
- TC(Shambler, this);
- vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
- actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
- 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_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '2 1 1', none);
- return true;
-}
-#endif
-#ifdef SVQC
-spawnfunc(item_health_mega);
-.float animstate_endtime;
-METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
-{
- TC(Shambler, this);
- if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
- if(!actor.attack_range) actor.attack_range = 150;
- if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
- if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
- if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
- if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
-
- actor.monster_loot = spawnfunc_item_health_mega;
- 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_Shambler_Attack;
-
- return true;
-}
-
-METHOD(Shambler, mr_precache, bool(Shambler this))
-{
- TC(Shambler, this);
- return true;
-}
-#endif
+++ /dev/null
-#pragma once
-
-#include "../all.qh"
-
-#ifdef GAMEQC
-MODEL(MON_SHAMBLER, M_Model("shambler.mdl"));
-#endif
-
-CLASS(Shambler, Monster)
- ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
- ATTRIB(Shambler, mins, vector, '-41 -41 -31');
- ATTRIB(Shambler, maxs, vector, '41 41 65');
-#ifdef GAMEQC
- ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
-#endif
- ATTRIB(Shambler, netname, string, "shambler");
- ATTRIB(Shambler, monster_name, string, _("Shambler"));
-ENDCLASS(Shambler)
-
-REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
-#ifdef GAMEQC
- this.mr_precache(this);
-#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_die1 = 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
--- /dev/null
+// TODO
+#ifndef IMPLEMENTATION
+
+#include "troll.qh"
+
+#ifdef SVQC
+float autocvar_g_monster_troll_health = 900;
+float autocvar_g_monster_troll_damageforcescale = 0.1;
+float autocvar_g_monster_troll_attack_claw_damage = 90;
+float autocvar_g_monster_troll_speed_stop = 300;
+float autocvar_g_monster_troll_speed_run = 300;
+float autocvar_g_monster_troll_speed_walk = 190;
+
+/*
+const float troll_anim_attack = 0;
+const float troll_anim_idle = 1;
+const float troll_anim_walk = 2;
+const float troll_anim_death = 3;
+const float troll_anim_dead = 4;
+const float troll_anim_run = 5;
+*/
+
+void M_Troll_Attack_Swing(entity this)
+{
+ Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_troll_attack_claw_damage), this.anim_melee1, this.attack_range, 0.5, DEATH_MONSTER_TROLL_MELEE.m_id, true);
+}
+
+bool M_Troll_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ actor.state = MONSTER_ATTACK_MELEE; // freeze monster
+ setanim(actor, actor.anim_melee1, false, true, true);
+ Monster_Delay(actor, 1, 0.6, M_Troll_Attack_Swing);
+ actor.anim_finished = actor.attack_finished_single[0] = time + 0.6; // set this for the delay
+ return true;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ // troll has no ranged attack
+ return false;
+ }
+ }
+
+ return false;
+}
+
+spawnfunc(monster_troll) { Monster_Spawn(this, true, MON_TROLL.monsterid); }
+#endif // SVQC
+
+#ifdef SVQC
+METHOD(Troll, mr_think, bool(Troll this, entity actor))
+{
+ TC(Troll, this);
+ return true;
+}
+
+METHOD(Troll, mr_pain, float(Troll this, entity actor, float damage_take, entity attacker, float deathtype))
+{
+ TC(Troll, this);
+ actor.pain_finished = time + 0.5;
+ // no pain animation yet
+ //setanim(actor, actor.anim_pain1, true, true, false);
+ return damage_take;
+}
+
+METHOD(Troll, mr_death, bool(Troll this, entity actor))
+{
+ TC(Troll, this);
+ setanim(actor, actor.anim_die1, false, true, true);
+ return true;
+}
+#endif
+#ifdef GAMEQC
+METHOD(Troll, mr_anim, bool(Troll this, entity actor))
+{
+ TC(Troll, this);
+ vector none = '0 0 0';
+ actor.anim_die1 = animfixfps(actor, '3 1 1', none); // 2 seconds
+ actor.anim_walk = animfixfps(actor, '2 1 1', none);
+ actor.anim_idle = animfixfps(actor, '1 1 1', none);
+ actor.anim_melee1 = animfixfps(actor, '0 1 1', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '5 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+spawnfunc(item_armor_big);
+.float animstate_endtime;
+METHOD(Troll, mr_setup, bool(Troll this, entity actor))
+{
+ TC(Troll, this);
+ if(!actor.health) actor.health = (autocvar_g_monster_troll_health);
+ if(!actor.attack_range) actor.attack_range = 150;
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_troll_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_troll_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_troll_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_troll_damageforcescale); }
+
+ actor.view_ofs = '0 0 35'; // we swing at a lower height than our eyes
+
+ actor.monster_loot = spawnfunc_item_armor_big;
+ actor.weapon = WEP_MORTAR.m_id;
+
+ setanim(actor, actor.anim_idle, false, true, true);
+ actor.spawn_time = actor.animstate_endtime;
+ actor.spawnshieldtime = actor.spawn_time;
+ actor.monster_attackfunc = M_Troll_Attack;
+
+ return true;
+}
+
+METHOD(Troll, mr_precache, bool(Troll this))
+{
+ TC(Troll, this);
+ return true;
+}
+#endif
+
+#endif
--- /dev/null
+#pragma once
+
+#ifdef GAMEQC
+MSG_INFO_NOTIF(DEATH_SELF_MON_TROLL_MELEE, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", "^BG%s^K1 was ripped apart by a Troll%s%s", "")
+MSG_MULTI_NOTIF(DEATH_SELF_MON_TROLL_MELEE, 1, NULL, INFO_DEATH_SELF_MON_TROLL_MELEE, CENTER_DEATH_SELF_MONSTER)
+REGISTER_DEATHTYPE(MONSTER_TROLL_MELEE, DEATH_SELF_MON_TROLL_MELEE, DEATH_MURDER_MONSTER, "monster")
+#endif
+
+#ifdef GAMEQC
+MODEL(MON_TROLL, M_Model("troll.dpm"));
+#endif
+
+CLASS(Troll, Monster)
+ ATTRIB(Troll, spawnflags, int, MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE);
+ ATTRIB(Troll, mins, vector, '-45 -45 -24');
+ ATTRIB(Troll, maxs, vector, '45 45 160');
+#ifdef GAMEQC
+ ATTRIB(Troll, m_model, Model, MDL_MON_TROLL);
+#endif
+ ATTRIB(Troll, netname, string, "troll");
+ ATTRIB(Troll, monster_name, string, _("Troll"));
+ENDCLASS(Troll)
+
+REGISTER_MONSTER(TROLL, NEW(Troll)) {
+#ifdef GAMEQC
+ this.mr_precache(this);
+#endif
+}
if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0);
if (IS_MONSTER(actor)) {
- actor.attack_finished_single[0] = time + 1.2;
- actor.anim_finished = time + 1.2;
+ //actor.anim_finished = time + 1.2;
+ setanim(actor, actor.anim_shoot, false, true, true);
+ 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;
monster_makevectors(actor, actor.enemy);
}
{
TC(Wyvern, this);
vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
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_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
- actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '1 1 1', none);
+ actor.anim_pain2 = animfixfps(actor, '4 1 2', none); // 0.5 seconds
+ actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
+ actor.anim_die1 = animfixfps(actor, '7 1 0.5', none); // 2 seconds
+ //actor.anim_dead = animfixfps(actor, '8 1 0.5', none); // 2 seconds
return true;
}
#endif
#include "../all.qh"
#ifdef GAMEQC
-MODEL(MON_WYVERN, M_Model("wizard.mdl"));
+MODEL(MON_WYVERN, M_Model("wyvern.dpm"));
#endif
CLASS(Wyvern, Monster)
- ATTRIB(Wyvern, spawnflags, int, MONSTER_TYPE_FLY | MONSTER_SIZE_BROKEN | MON_FLAG_RANGED | MON_FLAG_RIDE);
- ATTRIB(Wyvern, mins, vector, '-20 -20 -58');
- ATTRIB(Wyvern, maxs, vector, '20 20 20');
+ ATTRIB(Wyvern, spawnflags, int, MONSTER_TYPE_FLY | MON_FLAG_RANGED | MON_FLAG_RIDE);
+ ATTRIB(Wyvern, mins, vector, '-30 -30 -24');
+ ATTRIB(Wyvern, maxs, vector, '30 30 30');
#ifdef GAMEQC
ATTRIB(Wyvern, m_model, Model, MDL_MON_WYVERN);
#endif
else
this.colormap = 1024;
}
+
+ if(this.colormap > 0)
+ this.glowmod = colormapPaletteColor(this.colormap & 0x0F, false);
+ else
+ this.glowmod = '1 1 1';
}
void monster_changeteam(entity this, int newteam)
MSG_INFO_NOTIF(DEATH_SELF_GENERIC, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_selfkill", _("^BG%s^K1 died%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_LAVA, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_lava", _("^BG%s^K1 turned into hot slag%s%s"), _("^BG%s^K1 found a hot place%s%s"))
MSG_INFO_NOTIF(DEATH_SELF_MON_MAGE, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was exploded by a Mage%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Shambler%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Shambler%s%s"), "")
- MSG_INFO_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was zapped to death by a Shambler%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_CLAW, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1's innards became outwards by a Golem%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_SMASH, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was smashed by a Golem%s%s"), "")
+ MSG_INFO_NOTIF(DEATH_SELF_MON_GOLEM_ZAP, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was zapped to death by a Golem%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_SPIDER, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was bitten by a Spider%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_WYVERN, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 was fireballed by a Wyvern%s%s"), "")
MSG_INFO_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP, 1, 2, 1, "s1 s2loc spree_lost", "s1", "notify_death", _("^BG%s^K1 joins the Zombies%s%s"), "")
MSG_MULTI_NOTIF(DEATH_SELF_GENERIC, 1, NULL, INFO_DEATH_SELF_GENERIC, CENTER_DEATH_SELF_GENERIC)
MSG_MULTI_NOTIF(DEATH_SELF_LAVA, 1, NULL, INFO_DEATH_SELF_LAVA, CENTER_DEATH_SELF_LAVA)
MSG_MULTI_NOTIF(DEATH_SELF_MON_MAGE, 1, NULL, INFO_DEATH_SELF_MON_MAGE, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_CLAW, 1, NULL, INFO_DEATH_SELF_MON_SHAMBLER_CLAW, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_SMASH, 1, NULL, INFO_DEATH_SELF_MON_SHAMBLER_SMASH, CENTER_DEATH_SELF_MONSTER)
- MSG_MULTI_NOTIF(DEATH_SELF_MON_SHAMBLER_ZAP, 1, NULL, INFO_DEATH_SELF_MON_SHAMBLER_ZAP, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_CLAW, 1, NULL, INFO_DEATH_SELF_MON_GOLEM_CLAW, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_SMASH, 1, NULL, INFO_DEATH_SELF_MON_GOLEM_SMASH, CENTER_DEATH_SELF_MONSTER)
+ MSG_MULTI_NOTIF(DEATH_SELF_MON_GOLEM_ZAP, 1, NULL, INFO_DEATH_SELF_MON_GOLEM_ZAP, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_SPIDER, 1, NULL, INFO_DEATH_SELF_MON_SPIDER, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_WYVERN, 1, NULL, INFO_DEATH_SELF_MON_WYVERN, CENTER_DEATH_SELF_MONSTER)
MSG_MULTI_NOTIF(DEATH_SELF_MON_ZOMBIE_JUMP, 1, NULL, INFO_DEATH_SELF_MON_ZOMBIE_JUMP, CENTER_DEATH_SELF_MONSTER)
me.TR(me);
me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "zombie", _("Zombie")));
me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "spider", _("Spider")));
- me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "shambler", _("Shambler")));
+ me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "golem", _("Golem")));
me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "mage", _("Mage")));
me.TD(me, 1, 0.4, e = makeXonoticRadioButton(2, "menu_monsters_edit_spawn", "wyvern", _("Wyvern")));
me.TR(me);