5 MODEL(MON_SHAMBLER, "models/monsters/shambler.mdl");
8 CLASS(Shambler, Monster)
9 ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
10 ATTRIB(Shambler, mins, vector, '-41 -41 -31');
11 ATTRIB(Shambler, maxs, vector, '41 41 65');
13 ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
15 ATTRIB(Shambler, netname, string, "shambler");
16 ATTRIB(Shambler, monster_name, string, _("Shambler"));
19 REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
21 MON_ACTION(this, MR_PRECACHE);
30 float autocvar_g_monster_shambler_health;
31 float autocvar_g_monster_shambler_damageforcescale = 0.1;
32 float autocvar_g_monster_shambler_attack_smash_damage;
33 float autocvar_g_monster_shambler_attack_smash_range;
34 float autocvar_g_monster_shambler_attack_claw_damage;
35 float autocvar_g_monster_shambler_attack_lightning_damage;
36 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
37 float autocvar_g_monster_shambler_attack_lightning_force;
38 float autocvar_g_monster_shambler_attack_lightning_radius;
39 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
40 float autocvar_g_monster_shambler_attack_lightning_speed;
41 float autocvar_g_monster_shambler_attack_lightning_speed_up;
42 float autocvar_g_monster_shambler_speed_stop;
43 float autocvar_g_monster_shambler_speed_run;
44 float autocvar_g_monster_shambler_speed_walk;
47 const float shambler_anim_stand = 0;
48 const float shambler_anim_walk = 1;
49 const float shambler_anim_run = 2;
50 const float shambler_anim_smash = 3;
51 const float shambler_anim_swingr = 4;
52 const float shambler_anim_swingl = 5;
53 const float shambler_anim_magic = 6;
54 const float shambler_anim_pain = 7;
55 const float shambler_anim_death = 8;
58 .float shambler_lastattack; // delay attacks separately
60 void M_Shambler_Attack_Smash()
62 makevectors(self.angles);
63 Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
64 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
66 // RadiusDamage does NOT support custom starting location, which means we must use this hack...
68 tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self);
70 if(trace_ent.takedamage)
71 Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
74 void M_Shambler_Attack_Swing()
76 float r = (random() < 0.5);
77 if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true))
79 Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
80 self.attack_finished_single += 0.5;
81 self.anim_finished = self.attack_finished_single;
85 void M_Shambler_Attack_Lightning_Explode()
89 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
90 Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
92 self.event_damage = func_null;
93 self.takedamage = DAMAGE_NO;
94 self.movetype = MOVETYPE_NONE;
95 self.velocity = '0 0 0';
97 if(self.movetype == MOVETYPE_NONE)
98 self.velocity = self.oldvelocity;
100 RadiusDamage (self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius), world, world, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other);
102 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
104 te_csqc_lightningarc(self.origin, head.origin);
105 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
108 self.think = SUB_Remove;
109 self.nextthink = time + 0.2;
112 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
114 if (self.health <= 0)
117 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
118 return; // g_projectiles_damage says to halt
120 self.health = self.health - damage;
122 if (self.health <= 0)
123 W_PrepareExplosionByDamage(attacker, self.use);
126 void M_Shambler_Attack_Lightning_Touch()
133 void M_Shambler_Attack_Lightning_Think()
135 self.nextthink = time;
139 M_Shambler_Attack_Lightning_Explode();
144 void M_Shambler_Attack_Lightning()
148 monster_makevectors(self.enemy);
151 gren.owner = gren.realowner = self;
152 gren.classname = "grenade";
153 gren.bot_dodge = true;
154 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
155 gren.movetype = MOVETYPE_BOUNCE;
156 PROJECTILE_MAKETRIGGER(gren);
157 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
158 setorigin(gren, CENTER_OR_VIEWOFS(self));
159 setsize(gren, '-8 -8 -8', '8 8 8');
163 gren.nextthink = time;
164 gren.think = M_Shambler_Attack_Lightning_Think;
165 gren.use = M_Shambler_Attack_Lightning_Explode;
166 gren.touch = M_Shambler_Attack_Lightning_Touch;
168 gren.takedamage = DAMAGE_YES;
170 gren.damageforcescale = 0;
171 gren.event_damage = M_Shambler_Attack_Lightning_Damage;
172 gren.damagedbycontents = true;
173 gren.missile_flags = MIF_SPLASH | MIF_ARC;
174 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);
176 gren.angles = vectoangles (gren.velocity);
177 gren.flags = FL_PROJECTILE;
179 CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
182 float M_Shambler_Attack(float attack_type, entity targ)
186 case MONSTER_ATTACK_MELEE:
188 M_Shambler_Attack_Swing();
191 case MONSTER_ATTACK_RANGED:
193 float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
195 if(time >= self.shambler_lastattack) // shambler doesn't attack much
196 if(self.flags & FL_ONGROUND)
197 if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
199 setanim(self, self.anim_melee2, true, true, false);
200 Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
201 self.attack_finished_single = time + 1.1;
202 self.anim_finished = time + 1.1;
203 self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
204 self.shambler_lastattack = time + 3 + random() * 1.5;
207 else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
209 setanim(self, self.anim_shoot, true, true, false);
210 self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
211 self.attack_finished_single = time + 1.1;
212 self.anim_finished = 1.1;
213 self.shambler_lastattack = time + 3 + random() * 1.5;
214 Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
225 void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
229 METHOD(Shambler, mr_think, bool(Shambler thismon))
233 METHOD(Shambler, mr_pain, bool(Shambler thismon))
236 self.pain_finished = time + 0.5;
237 setanim(self, self.anim_pain1, true, true, false);
240 METHOD(Shambler, mr_death, bool(Shambler thismon))
243 setanim(self, self.anim_die1, false, true, true);
248 METHOD(Shambler, mr_anim, bool(Shambler thismon))
251 vector none = '0 0 0';
252 self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
253 self.anim_walk = animfixfps(self, '1 1 1', none);
254 self.anim_idle = animfixfps(self, '0 1 1', none);
255 self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
256 self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
257 self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
258 self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
259 self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
260 self.anim_run = animfixfps(self, '2 1 1', none);
266 METHOD(Shambler, mr_setup, bool(Shambler thismon))
269 if(!self.health) self.health = (autocvar_g_monster_shambler_health);
270 if(!self.attack_range) self.attack_range = 150;
271 if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
272 if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
273 if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
274 if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
276 self.monster_loot = spawnfunc_item_health_mega;
277 self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
279 setanim(self, self.anim_shoot, false, true, true);
280 self.spawn_time = self.animstate_endtime;
281 self.spawnshieldtime = self.spawn_time;
282 self.monster_attackfunc = M_Shambler_Attack;
286 METHOD(Shambler, mr_precache, bool(Shambler thismon))