#ifndef MENUQC bool m_shambler(int); #endif REGISTER_MONSTER_SIMPLE( /* MON_##id */ SHAMBLER, /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED, /* mins,maxs */ '-41 -41 -31', '41 41 65', /* model */ "shambler.mdl", /* netname */ "shambler", /* fullname */ _("Shambler") ) { #ifndef MENUQC this.monster_func = m_shambler; #endif } #ifdef SVQC float autocvar_g_monster_shambler_health; float autocvar_g_monster_shambler_attack_smash_damage; float autocvar_g_monster_shambler_attack_claw_damage; float autocvar_g_monster_shambler_attack_lightning_damage; 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 shambler_smash() { makevectors(self.angles); Send_Effect("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); 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)); } void shambler_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) { defer(0.5, shambler_swing); self.attack_finished_single += 0.5; } } void shambler_lightning_explode() { entity head; sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM); Send_Effect("electro_impact", '0 0 0', '0 0 0', 1); self.event_damage = func_null; self.takedamage = DAMAGE_NO; self.movetype = MOVETYPE_NONE; self.velocity = '0 0 0'; if(self.movetype == MOVETYPE_NONE) self.velocity = self.oldvelocity; 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); 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'); } 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) { if (self.health <= 0) return; if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions return; // g_projectiles_damage says to halt self.health = self.health - damage; if (self.health <= 0) W_PrepareExplosionByDamage(attacker, self.use); } void shambler_lightning_touch() { PROJECTILE_TOUCH; self.use (); } void shambler_lightning_think() { self.nextthink = time; if (time > self.cnt) { other = world; shambler_lightning_explode(); return; } } void shambler_lightning() { entity gren; monster_makevectors(self.enemy); gren = spawn (); gren.owner = gren.realowner = self; gren.classname = "grenade"; gren.bot_dodge = true; gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage); gren.movetype = MOVETYPE_BOUNCE; PROJECTILE_MAKETRIGGER(gren); gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP; setorigin(gren, CENTER_OR_VIEWOFS(self)); setsize(gren, '-8 -8 -8', '8 8 8'); gren.scale = 2.5; gren.cnt = time + 5; gren.nextthink = time; gren.think = shambler_lightning_think; gren.use = shambler_lightning_explode; gren.touch = shambler_lightning_touch; gren.takedamage = DAMAGE_YES; gren.health = 50; gren.damageforcescale = 0; gren.event_damage = shambler_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); gren.angles = vectoangles (gren.velocity); gren.flags = FL_PROJECTILE; CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true); } float shambler_attack(float attack_type) { switch(attack_type) { case MONSTER_ATTACK_MELEE: { shambler_swing(); return true; } case MONSTER_ATTACK_RANGED: { 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) { self.frame = shambler_anim_smash; defer(0.7, shambler_smash); self.attack_finished_single = time + 1.1; self.shambler_lastattack = time + 3; return true; } else if(random() <= 0.1) // small chance, don't want this spammed { self.frame = shambler_anim_magic; self.attack_finished_single = time + 1.1; self.shambler_lastattack = time + 3; defer(0.6, shambler_lightning); return true; } return false; } } return false; } void spawnfunc_monster_shambler() { self.classname = "monster_shambler"; if(!monster_initialize(MON_SHAMBLER.monsterid)) { remove(self); return; } } float m_shambler(float req) { switch(req) { 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_DEATH: { self.frame = shambler_anim_death; return true; } case MR_SETUP: { if(!self.health) self.health = (autocvar_g_monster_shambler_health); if(!self.attack_range) self.attack_range = 150; self.monster_loot = spawnfunc_item_health_mega; self.monster_attackfunc = shambler_attack; self.frame = shambler_anim_stand; self.weapon = WEP_VORTEX; return true; } case MR_PRECACHE: { precache_model("models/monsters/shambler.mdl"); return true; } } return true; } #endif // SVQC #ifdef CSQC float m_shambler(float req) { switch(req) { case MR_PRECACHE: { return true; } } return true; } #endif // CSQC