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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ SHAMBLER,
4 /* function   */ m_shambler,
5 /* spawnflags */ MONSTER_SIZE_BROKEN,
6 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
7 /* model      */ "shambler.mdl",
8 /* netname    */ "shambler",
9 /* fullname   */ _("Shambler")
10 );
11
12 #else
13 #ifdef SVQC
14 float autocvar_g_monster_shambler;
15 float autocvar_g_monster_shambler_health;
16 float autocvar_g_monster_shambler_damage;
17 float autocvar_g_monster_shambler_attack_lightning_damage;
18 float autocvar_g_monster_shambler_attack_claw_damage;
19 float autocvar_g_monster_shambler_speed_walk;
20 float autocvar_g_monster_shambler_speed_run;
21
22 const float shambler_anim_stand         = 0;
23 const float shambler_anim_walk          = 1;
24 const float shambler_anim_run           = 2;
25 const float shambler_anim_smash         = 3;
26 const float shambler_anim_swingr        = 4;
27 const float shambler_anim_swingl        = 5;
28 const float shambler_anim_magic         = 6;
29 const float shambler_anim_pain          = 7;
30 const float shambler_anim_death         = 8;
31
32 void shambler_smash()
33 {
34         monster_melee(self.enemy, autocvar_g_monster_shambler_damage, 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
35 }
36
37 void shambler_delayedsmash()
38 {
39         monsters_setframe(shambler_anim_smash);
40         defer(0.7, shambler_smash);
41         self.attack_finished_single = time + 1.1;
42 }
43
44 void shambler_swing()
45 {
46         float r = (random() < 0.5);
47         monsters_setframe((r) ? shambler_anim_swingr : shambler_anim_swingl);
48         monster_melee(self.enemy, autocvar_g_monster_shambler_attack_claw_damage, 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
49         self.attack_finished_single = time + 0.8;
50         if(r)
51                 defer(0.5, shambler_swing);
52 }
53
54 void CastLightning()
55 {
56         local vector org, dir;
57         //vector v = '0 0 0';
58
59         self.effects |= EF_MUZZLEFLASH;
60
61         org = self.origin + '0 0 40';
62
63         dir = self.enemy.origin + '0 0 16' - org;
64         dir = normalize (dir);
65
66         traceline (org, self.origin + dir * 1000, TRUE, self);
67                 
68         FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
69         
70         // teamcolor / hit beam effect
71         //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
72         //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
73         
74         te_csqc_lightningarc(org, trace_endpos);
75 }
76
77 float shambler_attack(float attack_type)
78 {
79         switch(attack_type)
80         {
81                 case MONSTER_ATTACK_MELEE:
82                 {
83                         float chance = random();
84
85                         if(chance > 0.6)
86                                 shambler_delayedsmash();
87                         else
88                                 shambler_swing();
89                         
90                         return TRUE;
91                 }
92                 case MONSTER_ATTACK_RANGED:
93                 {
94                         monsters_setframe(shambler_anim_magic);
95                         self.attack_finished_single = time + 1.1;
96                         defer(0.6, CastLightning);
97                         
98                         return TRUE;
99                 }
100         }
101         
102         return FALSE;
103 }
104
105 void spawnfunc_monster_shambler()
106 {
107         if not(autocvar_g_monster_shambler) { remove(self); return; }
108         
109         self.classname = "monster_shambler";
110         
111         self.monster_spawnfunc = spawnfunc_monster_shambler;
112         
113         if(Monster_CheckAppearFlags(self))
114                 return;
115         
116         if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
117 }
118
119 float m_shambler(float req)
120 {
121         switch(req)
122         {
123                 case MR_THINK:
124                 {
125                         monster_move(autocvar_g_monster_shambler_speed_run, autocvar_g_monster_shambler_speed_walk, 300, shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
126                         return TRUE;
127                 }
128                 case MR_DEATH:
129                 {
130                         monsters_setframe(shambler_anim_death);
131                         return TRUE;
132                 }
133                 case MR_SETUP:
134                 {
135                         if not(self.health) self.health = autocvar_g_monster_shambler_health;
136                                 
137                         self.monster_attackfunc = shambler_attack;
138                         monsters_setframe(shambler_anim_stand);
139                         self.weapon = WEP_NEX;
140                         
141                         return TRUE;
142                 }
143                 case MR_INIT:
144                 {
145                         // nothing
146                         return TRUE;
147                 }
148         }
149         
150         return TRUE;
151 }
152
153 #endif // SVQC
154 #ifdef CSQC
155 float m_shambler(float req)
156 {
157         switch(req)
158         {
159                 case MR_DEATH:
160                 {
161                         // nothing
162                         return TRUE;
163                 }
164                 case MR_INIT:
165                 {
166                         precache_model ("models/monsters/shambler.mdl");
167                         return TRUE;
168                 }
169         }
170         
171         return TRUE;
172 }
173
174 #endif // CSQC
175 #endif // REGISTER_MONSTER