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, (autocvar_g_monster_shambler_attack_lightning_force), self.projectiledeathtype, other);
+ 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)
{
gren.event_damage = shambler_lightning_damage;
gren.damagedbycontents = TRUE;
gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SetupProjectileVelocityEx(gren, v_forward, v_up, (autocvar_g_monster_shambler_attack_lightning_speed), (autocvar_g_monster_shambler_attack_lightning_speed_up), 0, 0, FALSE);
+ 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;
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;
{
self.classname = "monster_shambler";
- self.monster_spawnfunc = spawnfunc_monster_shambler;
-
- if(Monster_CheckAppearFlags(self))
- return;
-
- if(!monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
+ if(!monster_initialize(MON_SHAMBLER)) { remove(self); return; }
}
float m_shambler(float req)
self.monster_loot = spawnfunc_item_health_mega;
self.monster_attackfunc = shambler_attack;
self.frame = shambler_anim_stand;
- self.weapon = WEP_NEX;
+ self.weapon = WEP_VORTEX;
return TRUE;
}
case MR_PRECACHE:
{
- precache_model ("models/monsters/shambler.mdl");
+ precache_model("models/monsters/shambler.mdl");
return TRUE;
}
}
{
case MR_PRECACHE:
{
- precache_model ("models/monsters/shambler.mdl");
return TRUE;
}
}