Monster_Attack_Melee(this, this.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((random() >= 0.5) ? this.anim_melee2 : this.anim_melee3), this.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW.m_id, true);
}
-#include <common/effects/qc/all.qh>
+#include <common/effects/qc/_mod.qh>
void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
{
void M_Shambler_Attack_Lightning(entity this)
{
- entity gren;
-
monster_makevectors(this, this.enemy);
- gren = new(grenade);
+ entity gren = new(grenade);
gren.owner = gren.realowner = this;
gren.bot_dodge = true;
gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
}
#endif
#ifdef SVQC
-spawnfunc(item_health_mega);
.float animstate_endtime;
METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
{
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_mega;
+ actor.monster_loot = ITEM_HealthMega;
actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
setanim(actor, actor.anim_shoot, false, true, true);
return true;
}
-
-METHOD(Shambler, mr_precache, bool(Shambler this))
-{
- TC(Shambler, this);
- return true;
-}
#endif