const vector SHAMBLER_MIN = '-41 -41 -31'; const vector SHAMBLER_MAX = '41 41 65'; string SHAMBLER_MODEL = "models/monsters/shambler.mdl"; #ifdef SVQC float autocvar_g_monster_shambler; float autocvar_g_monster_shambler_health; float autocvar_g_monster_shambler_damage; float autocvar_g_monster_shambler_attack_lightning_damage; float autocvar_g_monster_shambler_attack_claw_damage; float autocvar_g_monster_shambler_speed_walk; float autocvar_g_monster_shambler_speed_run; 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; void shambler_think() { self.think = shambler_think; self.nextthink = time + self.ticrate; monster_move(autocvar_g_monster_shambler_speed_run, autocvar_g_monster_shambler_speed_walk, 300, shambler_anim_run, shambler_anim_walk, shambler_anim_stand); } void shambler_smash() { monster_melee(self.enemy, autocvar_g_monster_shambler_damage, 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE); } void shambler_delayedsmash() { monsters_setframe(shambler_anim_smash); defer(0.7, shambler_smash); self.attack_finished_single = time + 1.1; } void shambler_swing() { float r = (random() < 0.5); monsters_setframe((r) ? shambler_anim_swingr : shambler_anim_swingl); monster_melee(self.enemy, autocvar_g_monster_shambler_attack_claw_damage, 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE); self.attack_finished_single = time + 0.8; if(r) defer(0.5, shambler_swing); } void CastLightning() { local vector org, dir; //vector v = '0 0 0'; self.effects |= EF_MUZZLEFLASH; org = self.origin + '0 0 40'; dir = self.enemy.origin + '0 0 16' - org; dir = normalize (dir); traceline (org, self.origin + dir * 1000, TRUE, self); FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP); // teamcolor / hit beam effect //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v); te_csqc_lightningarc(org, trace_endpos); } float shambler_attack(float attack_type) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { float chance = random(); if(chance > 0.6) shambler_delayedsmash(); else shambler_swing(); return TRUE; } case MONSTER_ATTACK_RANGED: { monsters_setframe(shambler_anim_magic); self.attack_finished_single = time + 1.1; defer(0.6, CastLightning); return TRUE; } } return FALSE; } void shambler_die() { Monster_CheckDropCvars ("shambler"); self.think = monster_dead_think; self.nextthink = time + self.ticrate; self.ltime = time + 5; monsters_setframe(shambler_anim_death); monster_hook_death(); // for post-death mods } void shambler_spawn() { if not(self.health) self.health = autocvar_g_monster_shambler_health; self.damageforcescale = 0.003; self.classname = "monster_shambler"; self.monster_attackfunc = shambler_attack; self.nextthink = time + random() * 0.5 + 0.1; self.think = shambler_think; self.weapon = WEP_NEX; monsters_setframe(shambler_anim_stand); monster_setupsounds("shambler"); monster_hook_spawn(); // for post-spawn mods } void spawnfunc_monster_shambler() { if not(autocvar_g_monster_shambler) { remove(self); return; } self.monster_spawnfunc = spawnfunc_monster_shambler; if(Monster_CheckAppearFlags(self)) return; self.scale = 1.3; if not (monster_initialize( "Shambler", MONSTER_SHAMBLER, SHAMBLER_MIN, SHAMBLER_MAX, FALSE, shambler_die, shambler_spawn)) { remove(self); return; } } #endif // SVQC