void shambler_smash()
{
makevectors(self.angles);
- pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
+ 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);
tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
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);
+ 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);
gren = spawn ();
gren.owner = gren.realowner = self;
gren.classname = "grenade";
- gren.bot_dodge = TRUE;
+ gren.bot_dodge = true;
gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
gren.movetype = MOVETYPE_BOUNCE;
PROJECTILE_MAKETRIGGER(gren);
gren.health = 50;
gren.damageforcescale = 0;
gren.event_damage = shambler_lightning_damage;
- gren.damagedbycontents = TRUE;
+ 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);
+ 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);
+ CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
}
float shambler_attack(float attack_type)
case MONSTER_ATTACK_MELEE:
{
shambler_swing();
- return TRUE;
+ return true;
}
case MONSTER_ATTACK_RANGED:
{
defer(0.7, shambler_smash);
self.attack_finished_single = time + 1.1;
self.shambler_lastattack = time + 3;
- return TRUE;
+ return true;
}
else if(random() <= 0.1) // small chance, don't want this spammed
{
self.attack_finished_single = time + 1.1;
self.shambler_lastattack = time + 3;
defer(0.6, shambler_lightning);
- return TRUE;
+ return true;
}
- return FALSE;
+ return false;
}
}
- return FALSE;
+ return false;
}
void spawnfunc_monster_shambler()
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;
+ return true;
}
case MR_DEATH:
{
self.frame = shambler_anim_death;
- return TRUE;
+ return true;
}
case MR_SETUP:
{
self.frame = shambler_anim_stand;
self.weapon = WEP_VORTEX;
- return TRUE;
+ return true;
}
case MR_PRECACHE:
{
precache_model("models/monsters/shambler.mdl");
- return TRUE;
+ return true;
}
}
- return TRUE;
+ return true;
}
#endif // SVQC
{
case MR_PRECACHE:
{
- return TRUE;
+ return true;
}
}
- return TRUE;
+ return true;
}
#endif // CSQC