#include <common/effects/qc/all.qh>
-void M_Shambler_Attack_Lightning_Explode(entity this)
+void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
{
- entity head;
-
sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
this.event_damage = func_null;
this.takedamage = DAMAGE_NO;
- this.movetype = MOVETYPE_NONE;
+ set_movetype(this, MOVETYPE_NONE);
this.velocity = '0 0 0';
- if(this.movetype == MOVETYPE_NONE)
+ if(this.move_movetype == MOVETYPE_NONE)
this.velocity = this.oldvelocity;
- RadiusDamage (this, this.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), this.projectiledeathtype, other);
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
+ NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, directhitentity);
- for(head = findradius(this.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != this.realowner) if(head.takedamage)
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
{
- te_csqc_lightningarc(this.origin, head.origin);
- Damage(head, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, head.origin, '0 0 0');
- }
+ te_csqc_lightningarc(this.origin, it.origin);
+ Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, it.origin, '0 0 0');
+ });
setthink(this, SUB_Remove);
this.nextthink = time + 0.2;
void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
{
- M_Shambler_Attack_Lightning_Explode(this);
+ M_Shambler_Attack_Lightning_Explode(this, trigger);
}
void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
-void M_Shambler_Attack_Lightning_Touch(entity this)
+void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
- self.use(this, NULL, NULL);
+ this.use(this, NULL, toucher);
}
void M_Shambler_Attack_Lightning_Think(entity this)
this.nextthink = time;
if (time > this.cnt)
{
- other = world;
- M_Shambler_Attack_Lightning_Explode(this);
+ M_Shambler_Attack_Lightning_Explode(this, NULL);
return;
}
}
gren.owner = gren.realowner = this;
gren.bot_dodge = true;
gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
- gren.movetype = MOVETYPE_BOUNCE;
+ set_movetype(gren, MOVETYPE_BOUNCE);
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
setorigin(gren, CENTER_OR_VIEWOFS(this));
gren.angles = vectoangles (gren.velocity);
gren.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, gren);
CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
}
return true;
}
-METHOD(Shambler, mr_pain, bool(Shambler this, entity actor))
+METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Shambler, this);
actor.pain_finished = time + 0.5;
setanim(actor, actor.anim_pain1, true, true, false);
- return true;
+ return damage_take;
}
METHOD(Shambler, mr_death, bool(Shambler this, entity actor))