#ifdef REGISTER_MONSTER
REGISTER_MONSTER(
/* MON_##id */ SHAMBLER,
-/* function */ m_shambler,
+/* functions */ M_Shambler, M_Shambler_Attack,
/* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
/* mins,maxs */ '-41 -41 -31', '41 41 65',
/* model */ "shambler.mdl",
#else
#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_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_magic = 6;
const float shambler_anim_pain = 7;
const float shambler_anim_death = 8;
+*/
.float shambler_lastattack; // delay attacks separately
-void shambler_smash()
+void M_Shambler_Attack_Smash()
{
makevectors(self.angles);
pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
- tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
+ // RadiusDamage does NOT support custom starting location, which means we must use this hack...
+
+ 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);
if(trace_ent.takedamage)
- Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
+ 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));
}
-void shambler_swing()
+void M_Shambler_Attack_Swing()
{
float r = (random() < 0.5);
- monster_melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true);
- if(r)
+ 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))
{
- defer(0.5, shambler_swing);
+ Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
self.attack_finished_single += 0.5;
+ self.anim_finished = self.attack_finished_single;
}
}
-void shambler_lightning_explode()
+void M_Shambler_Attack_Lightning_Explode()
{
entity head;
for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
{
te_csqc_lightningarc(self.origin, head.origin);
- Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
+ 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');
}
self.think = SUB_Remove;
self.nextthink = time + 0.2;
}
-void shambler_lightning_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
if (self.health <= 0)
return;
W_PrepareExplosionByDamage(attacker, self.use);
}
-void shambler_lightning_touch()
+void M_Shambler_Attack_Lightning_Touch()
{
PROJECTILE_TOUCH;
self.use ();
}
-void shambler_lightning_think()
+void M_Shambler_Attack_Lightning_Think()
{
self.nextthink = time;
if (time > self.cnt)
{
other = world;
- shambler_lightning_explode();
+ M_Shambler_Attack_Lightning_Explode();
return;
}
}
-void shambler_lightning()
+void M_Shambler_Attack_Lightning()
{
entity gren;
gren.cnt = time + 5;
gren.nextthink = time;
- gren.think = shambler_lightning_think;
- gren.use = shambler_lightning_explode;
- gren.touch = shambler_lightning_touch;
+ gren.think = M_Shambler_Attack_Lightning_Think;
+ gren.use = M_Shambler_Attack_Lightning_Explode;
+ gren.touch = M_Shambler_Attack_Lightning_Touch;
gren.takedamage = DAMAGE_YES;
gren.health = 50;
gren.damageforcescale = 0;
- gren.event_damage = shambler_lightning_damage;
+ gren.event_damage = M_Shambler_Attack_Lightning_Damage;
gren.damagedbycontents = true;
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);
CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
}
-float shambler_attack(float attack_type)
+float M_Shambler_Attack(float attack_type)
{
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
{
- shambler_swing();
+ M_Shambler_Attack_Swing();
return true;
}
case MONSTER_ATTACK_RANGED:
{
+ float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
+
if(time >= self.shambler_lastattack) // shambler doesn't attack much
if(self.flags & FL_ONGROUND)
- if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
+ if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
{
- self.frame = shambler_anim_smash;
- defer(0.7, shambler_smash);
+ setanim(self, self.anim_melee2, true, true, false);
+ Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
self.attack_finished_single = time + 1.1;
- self.shambler_lastattack = time + 3;
+ self.anim_finished = time + 1.1;
+ self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
+ self.shambler_lastattack = time + 3 + random() * 1.5;
return true;
}
- else if(random() <= 0.1) // small chance, don't want this spammed
+ else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
{
- self.frame = shambler_anim_magic;
+ setanim(self, self.anim_shoot, true, true, false);
+ self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
self.attack_finished_single = time + 1.1;
- self.shambler_lastattack = time + 3;
- defer(0.6, shambler_lightning);
+ self.anim_finished = 1.1;
+ self.shambler_lastattack = time + 3 + random() * 1.5;
+ Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
return true;
}
return false;
}
-void spawnfunc_monster_shambler()
-{
- self.classname = "monster_shambler";
-
- if(!monster_initialize(MON_SHAMBLER)) { remove(self); return; }
-}
+void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER); }
+#endif // SVQC
-float m_shambler(float req)
+bool M_Shambler(int req)
{
switch(req)
{
+ #ifdef SVQC
case MR_THINK:
{
- monster_move((autocvar_g_monster_shambler_speed_run), (autocvar_g_monster_shambler_speed_walk), (autocvar_g_monster_shambler_speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
+ return true;
+ }
+ case MR_PAIN:
+ {
+ self.pain_finished = time + 0.5;
+ setanim(self, self.anim_pain1, true, true, false);
return true;
}
case MR_DEATH:
{
- self.frame = shambler_anim_death;
+ setanim(self, self.anim_die1, false, true, true);
return true;
}
+ #endif
+ #ifndef MENUQC
+ case MR_ANIM:
+ {
+ vector none = '0 0 0';
+ self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
+ self.anim_walk = animfixfps(self, '1 1 1', none);
+ self.anim_idle = animfixfps(self, '0 1 1', none);
+ self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
+ self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
+ self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
+ self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
+ self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
+ self.anim_run = animfixfps(self, '2 1 1', none);
+
+ return true;
+ }
+ #endif
+ #ifdef SVQC
case MR_SETUP:
{
if(!self.health) self.health = (autocvar_g_monster_shambler_health);
if(!self.attack_range) self.attack_range = 150;
+ if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
+ if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
+ if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
+ if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
self.monster_loot = spawnfunc_item_health_mega;
- self.monster_attackfunc = shambler_attack;
- self.frame = shambler_anim_stand;
- self.weapon = WEP_VORTEX;
+ self.weapon = WEP_ELECTRO; // matches attacks better than WEP_VORTEX
+
+ setanim(self, self.anim_shoot, false, true, true);
+ self.spawn_time = self.animstate_endtime;
+ self.spawnshieldtime = self.spawn_time;
return true;
}
precache_model("models/monsters/shambler.mdl");
return true;
}
+ #endif
}
return true;
}
-#endif // SVQC
-#ifdef CSQC
-float m_shambler(float req)
-{
- switch(req)
- {
- case MR_PRECACHE:
- {
- return true;
- }
- }
-
- return true;
-}
-
-#endif // CSQC
#endif // REGISTER_MONSTER