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1 #ifndef MENUQC
2 bool M_Shambler(int);
3 #endif
4 REGISTER_MONSTER_SIMPLE(
5 /* MON_##id   */ SHAMBLER,
6 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
7 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
8 /* model      */ "shambler.mdl",
9 /* netname    */ "shambler",
10 /* fullname   */ _("Shambler")
11 ) {
12 #ifndef MENUQC
13         this.monster_func = M_Shambler;
14         this.monster_func(MR_PRECACHE);
15 #endif
16 }
17
18 #ifdef SVQC
19 float autocvar_g_monster_shambler_health;
20 float autocvar_g_monster_shambler_damageforcescale = 0.1;
21 float autocvar_g_monster_shambler_attack_smash_damage;
22 float autocvar_g_monster_shambler_attack_smash_range;
23 float autocvar_g_monster_shambler_attack_claw_damage;
24 float autocvar_g_monster_shambler_attack_lightning_damage;
25 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
26 float autocvar_g_monster_shambler_attack_lightning_force;
27 float autocvar_g_monster_shambler_attack_lightning_radius;
28 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
29 float autocvar_g_monster_shambler_attack_lightning_speed;
30 float autocvar_g_monster_shambler_attack_lightning_speed_up;
31 float autocvar_g_monster_shambler_speed_stop;
32 float autocvar_g_monster_shambler_speed_run;
33 float autocvar_g_monster_shambler_speed_walk;
34
35 /*
36 const float shambler_anim_stand         = 0;
37 const float shambler_anim_walk          = 1;
38 const float shambler_anim_run           = 2;
39 const float shambler_anim_smash         = 3;
40 const float shambler_anim_swingr        = 4;
41 const float shambler_anim_swingl        = 5;
42 const float shambler_anim_magic         = 6;
43 const float shambler_anim_pain          = 7;
44 const float shambler_anim_death         = 8;
45 */
46
47 .float shambler_lastattack; // delay attacks separately
48
49 void M_Shambler_Attack_Smash()
50 {SELFPARAM();
51         makevectors(self.angles);
52         Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
53         sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
54
55         // RadiusDamage does NOT support custom starting location, which means we must use this hack...
56
57         tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self);
58
59         if(trace_ent.takedamage)
60                 Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
61 }
62
63 void M_Shambler_Attack_Swing()
64 {SELFPARAM();
65         float r = (random() < 0.5);
66         if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true))
67         {
68                 Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
69                 self.attack_finished_single += 0.5;
70                 self.anim_finished = self.attack_finished_single;
71         }
72 }
73
74 void M_Shambler_Attack_Lightning_Explode()
75 {SELFPARAM();
76         entity head;
77
78         sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
79         Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
80
81         self.event_damage = func_null;
82         self.takedamage = DAMAGE_NO;
83         self.movetype = MOVETYPE_NONE;
84         self.velocity = '0 0 0';
85
86         if(self.movetype == MOVETYPE_NONE)
87                 self.velocity = self.oldvelocity;
88
89         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);
90
91         for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
92         {
93                 te_csqc_lightningarc(self.origin, head.origin);
94                 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
95         }
96
97         self.think = SUB_Remove;
98         self.nextthink = time + 0.2;
99 }
100
101 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
102 {SELFPARAM();
103         if (self.health <= 0)
104                 return;
105
106         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
107                 return; // g_projectiles_damage says to halt
108
109         self.health = self.health - damage;
110
111         if (self.health <= 0)
112                 W_PrepareExplosionByDamage(attacker, self.use);
113 }
114
115 void M_Shambler_Attack_Lightning_Touch()
116 {SELFPARAM();
117         PROJECTILE_TOUCH;
118
119         self.use ();
120 }
121
122 void M_Shambler_Attack_Lightning_Think()
123 {SELFPARAM();
124         self.nextthink = time;
125         if (time > self.cnt)
126         {
127                 other = world;
128                 M_Shambler_Attack_Lightning_Explode();
129                 return;
130         }
131 }
132
133 void M_Shambler_Attack_Lightning()
134 {SELFPARAM();
135         entity gren;
136
137         monster_makevectors(self.enemy);
138
139         gren = spawn ();
140         gren.owner = gren.realowner = self;
141         gren.classname = "grenade";
142         gren.bot_dodge = true;
143         gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
144         gren.movetype = MOVETYPE_BOUNCE;
145         PROJECTILE_MAKETRIGGER(gren);
146         gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
147         setorigin(gren, CENTER_OR_VIEWOFS(self));
148         setsize(gren, '-8 -8 -8', '8 8 8');
149         gren.scale = 2.5;
150
151         gren.cnt = time + 5;
152         gren.nextthink = time;
153         gren.think = M_Shambler_Attack_Lightning_Think;
154         gren.use = M_Shambler_Attack_Lightning_Explode;
155         gren.touch = M_Shambler_Attack_Lightning_Touch;
156
157         gren.takedamage = DAMAGE_YES;
158         gren.health = 50;
159         gren.damageforcescale = 0;
160         gren.event_damage = M_Shambler_Attack_Lightning_Damage;
161         gren.damagedbycontents = true;
162         gren.missile_flags = MIF_SPLASH | MIF_ARC;
163         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);
164
165         gren.angles = vectoangles (gren.velocity);
166         gren.flags = FL_PROJECTILE;
167
168         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
169 }
170
171 float M_Shambler_Attack(float attack_type)
172 {SELFPARAM();
173         switch(attack_type)
174         {
175                 case MONSTER_ATTACK_MELEE:
176                 {
177                         M_Shambler_Attack_Swing();
178                         return true;
179                 }
180                 case MONSTER_ATTACK_RANGED:
181                 {
182                         float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
183
184                         if(time >= self.shambler_lastattack) // shambler doesn't attack much
185                         if(self.flags & FL_ONGROUND)
186                         if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
187                         {
188                                 setanim(self, self.anim_melee2, true, true, false);
189                                 Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
190                                 self.attack_finished_single = time + 1.1;
191                                 self.anim_finished = time + 1.1;
192                                 self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
193                                 self.shambler_lastattack = time + 3 + random() * 1.5;
194                                 return true;
195                         }
196                         else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
197                         {
198                                 setanim(self, self.anim_shoot, true, true, false);
199                                 self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
200                                 self.attack_finished_single = time + 1.1;
201                                 self.anim_finished = 1.1;
202                                 self.shambler_lastattack = time + 3 + random() * 1.5;
203                                 Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
204                                 return true;
205                         }
206
207                         return false;
208                 }
209         }
210
211         return false;
212 }
213
214 void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
215 #endif // SVQC
216
217 bool M_Shambler(int req)
218 {SELFPARAM();
219         switch(req)
220         {
221                 #ifdef SVQC
222                 case MR_THINK:
223                 {
224                         return true;
225                 }
226                 case MR_PAIN:
227                 {
228                         self.pain_finished = time + 0.5;
229                         setanim(self, self.anim_pain1, true, true, false);
230                         return true;
231                 }
232                 case MR_DEATH:
233                 {
234                         setanim(self, self.anim_die1, false, true, true);
235                         return true;
236                 }
237                 #endif
238                 #ifndef MENUQC
239                 case MR_ANIM:
240                 {
241                         vector none = '0 0 0';
242                         self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
243                         self.anim_walk = animfixfps(self, '1 1 1', none);
244                         self.anim_idle = animfixfps(self, '0 1 1', none);
245                         self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
246                         self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
247                         self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
248                         self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
249                         self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
250                         self.anim_run = animfixfps(self, '2 1 1', none);
251
252                         return true;
253                 }
254                 #endif
255                 #ifdef SVQC
256                 case MR_SETUP:
257                 {
258                         if(!self.health) self.health = (autocvar_g_monster_shambler_health);
259                         if(!self.attack_range) self.attack_range = 150;
260                         if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
261                         if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
262                         if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
263                         if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
264
265                         self.monster_loot = spawnfunc_item_health_mega;
266                         self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
267
268                         setanim(self, self.anim_shoot, false, true, true);
269                         self.spawn_time = self.animstate_endtime;
270                         self.spawnshieldtime = self.spawn_time;
271                         self.monster_attackfunc = M_Shambler_Attack;
272
273                         return true;
274                 }
275                 case MR_PRECACHE:
276                 {
277                         return true;
278                 }
279                 #endif
280         }
281
282         return true;
283 }