-#ifdef REGISTER_MONSTER
-REGISTER_MONSTER(
+#ifndef MENUQC
+bool M_Shambler(int);
+#endif
+REGISTER_MONSTER_SIMPLE(
/* MON_##id */ 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",
/* netname */ "shambler",
/* fullname */ _("Shambler")
-);
+) {
+#ifndef MENUQC
+ this.monster_func = M_Shambler;
+ this.monster_func(MR_PRECACHE);
+#endif
+}
-#else
#ifdef SVQC
float autocvar_g_monster_shambler_health;
float autocvar_g_monster_shambler_damageforcescale = 0.1;
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);
+ Send_Effect("explosion_medium", (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
+ sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
// RadiusDamage does NOT support custom starting location, which means we must use this hack...
{
entity head;
- sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
+ sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
+ Send_Effect("electro_impact", '0 0 0', '0 0 0', 1);
self.event_damage = func_null;
self.takedamage = DAMAGE_NO;
return false;
}
-void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER); }
+void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
#endif // SVQC
bool M_Shambler(int req)
if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
self.monster_loot = spawnfunc_item_health_mega;
- self.weapon = WEP_ELECTRO; // matches attacks better than WEP_VORTEX
+ self.weapon = WEP_ELECTRO.m_id; // 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;
+ self.monster_attackfunc = M_Shambler_Attack;
return true;
}
return true;
}
-
-#endif // REGISTER_MONSTER