From: Mario Date: Tue, 24 Apr 2018 08:16:03 +0000 (+1000) Subject: Fix golem's smash attack X-Git-Tag: xonotic-v0.8.5~7^2~1^2~53 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=80dd37016f5cbeece8e08b0dd49fb4c9d967245f;p=xonotic%2Fxonotic-data.pk3dir.git Fix golem's smash attack --- diff --git a/models/monsters/golem.dpm.framegroups b/models/monsters/golem.dpm.framegroups index b5cdca3d5c..c6fa58f42b 100644 --- a/models/monsters/golem.dpm.framegroups +++ b/models/monsters/golem.dpm.framegroups @@ -6,10 +6,10 @@ Used by DarkPlaces to simulate frame groups in DPM models. 1 21 5 1 // golem idle 22 61 30 1 // golem run 83 21 30 1 // golem runangry -104 36 30 0 // golem melee01 -140 36 30 0 // golem melee02 -176 61 30 0 // golem melee03 -237 61 30 0 // golem melee04 +104 36 30 1 // golem melee01 +140 36 30 1 // golem melee02 +176 61 30 1 // golem melee03 +237 61 30 1 // golem melee04 298 21 30 0 // golem hit01 319 21 30 0 // golem hit02 340 21 30 0 // golem hit03 diff --git a/monsters.cfg b/monsters.cfg index 054bd8a0cb..000bb6a70e 100644 --- a/monsters.cfg +++ b/monsters.cfg @@ -77,7 +77,7 @@ 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_attack_smash_range 200 set g_monster_golem_damageforcescale 0.100000001 set g_monster_golem_health 650 set g_monster_golem_speed_run 320 diff --git a/qcsrc/common/monsters/monster/golem.qc b/qcsrc/common/monsters/monster/golem.qc index d49bfd4e51..85a1716390 100644 --- a/qcsrc/common/monsters/monster/golem.qc +++ b/qcsrc/common/monsters/monster/golem.qc @@ -175,10 +175,13 @@ bool M_Golem_Attack(int attack_type, entity actor, entity targ, .entity weaponen 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; + setanim(actor, actor.anim_melee1, true, true, false); + 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; @@ -236,10 +239,11 @@ METHOD(Golem, mr_anim, bool(Golem this, entity actor)) 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_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 @@ -247,8 +251,9 @@ METHOD(Golem, mr_anim, bool(Golem this, entity actor)) //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_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