1 #ifdef REGISTER_MONSTER
3 /* MON_##id */ SHAMBLER,
4 /* function */ m_shambler,
5 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
6 /* mins,maxs */ '-41 -41 -31', '41 41 65',
7 /* model */ "shambler.mdl",
8 /* netname */ "shambler",
9 /* fullname */ _("Shambler")
14 float autocvar_g_monster_shambler_health;
15 float autocvar_g_monster_shambler_attack_smash_damage;
16 float autocvar_g_monster_shambler_attack_claw_damage;
17 float autocvar_g_monster_shambler_attack_lightning_damage;
18 float autocvar_g_monster_shambler_attack_lightning_force;
19 float autocvar_g_monster_shambler_attack_lightning_radius;
20 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
21 float autocvar_g_monster_shambler_attack_lightning_speed;
22 float autocvar_g_monster_shambler_attack_lightning_speed_up;
23 float autocvar_g_monster_shambler_speed_stop;
24 float autocvar_g_monster_shambler_speed_run;
25 float autocvar_g_monster_shambler_speed_walk;
27 const float shambler_anim_stand = 0;
28 const float shambler_anim_walk = 1;
29 const float shambler_anim_run = 2;
30 const float shambler_anim_smash = 3;
31 const float shambler_anim_swingr = 4;
32 const float shambler_anim_swingl = 5;
33 const float shambler_anim_magic = 6;
34 const float shambler_anim_pain = 7;
35 const float shambler_anim_death = 8;
37 .float shambler_lastattack; // delay attacks separately
41 makevectors(self.angles);
42 pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
43 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
45 tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
47 if(trace_ent.takedamage)
48 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));
53 float r = (random() < 0.5);
54 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);
57 defer(0.5, shambler_swing);
58 self.attack_finished_single += 0.5;
62 void shambler_lightning_explode()
66 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
67 pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
69 self.event_damage = func_null;
70 self.takedamage = DAMAGE_NO;
71 self.movetype = MOVETYPE_NONE;
72 self.velocity = '0 0 0';
74 if(self.movetype == MOVETYPE_NONE)
75 self.velocity = self.oldvelocity;
77 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);
79 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
81 te_csqc_lightningarc(self.origin, head.origin);
82 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
85 self.think = SUB_Remove;
86 self.nextthink = time + 0.2;
89 void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
94 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
95 return; // g_projectiles_damage says to halt
97 self.health = self.health - damage;
100 W_PrepareExplosionByDamage(attacker, self.use);
103 void shambler_lightning_touch()
110 void shambler_lightning_think()
112 self.nextthink = time;
116 shambler_lightning_explode();
121 void shambler_lightning()
125 monster_makevectors(self.enemy);
128 gren.owner = gren.realowner = self;
129 gren.classname = "grenade";
130 gren.bot_dodge = TRUE;
131 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
132 gren.movetype = MOVETYPE_BOUNCE;
133 PROJECTILE_MAKETRIGGER(gren);
134 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
135 setorigin(gren, CENTER_OR_VIEWOFS(self));
136 setsize(gren, '-8 -8 -8', '8 8 8');
140 gren.nextthink = time;
141 gren.think = shambler_lightning_think;
142 gren.use = shambler_lightning_explode;
143 gren.touch = shambler_lightning_touch;
145 gren.takedamage = DAMAGE_YES;
147 gren.damageforcescale = 0;
148 gren.event_damage = shambler_lightning_damage;
149 gren.damagedbycontents = TRUE;
150 gren.missile_flags = MIF_SPLASH | MIF_ARC;
151 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);
153 gren.angles = vectoangles (gren.velocity);
154 gren.flags = FL_PROJECTILE;
156 CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
159 float shambler_attack(float attack_type)
163 case MONSTER_ATTACK_MELEE:
168 case MONSTER_ATTACK_RANGED:
170 if(time >= self.shambler_lastattack) // shambler doesn't attack much
171 if(self.flags & FL_ONGROUND)
172 if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
174 self.frame = shambler_anim_smash;
175 defer(0.7, shambler_smash);
176 self.attack_finished_single = time + 1.1;
177 self.shambler_lastattack = time + 3;
180 else if(random() <= 0.1) // small chance, don't want this spammed
182 self.frame = shambler_anim_magic;
183 self.attack_finished_single = time + 1.1;
184 self.shambler_lastattack = time + 3;
185 defer(0.6, shambler_lightning);
196 void spawnfunc_monster_shambler()
198 self.classname = "monster_shambler";
200 if(!monster_initialize(MON_SHAMBLER)) { remove(self); return; }
203 float m_shambler(float req)
209 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);
214 self.frame = shambler_anim_death;
219 if(!self.health) self.health = (autocvar_g_monster_shambler_health);
220 if(!self.attack_range) self.attack_range = 150;
222 self.monster_loot = spawnfunc_item_health_mega;
223 self.monster_attackfunc = shambler_attack;
224 self.frame = shambler_anim_stand;
225 self.weapon = WEP_VORTEX;
231 precache_model("models/monsters/shambler.mdl");
241 float m_shambler(float req)
255 #endif // REGISTER_MONSTER