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")
12 #define SHAMBLER_SETTINGS(monster) \
13 MON_ADD_CVAR(monster, health) \
14 MON_ADD_CVAR(monster, attack_smash_damage) \
15 MON_ADD_CVAR(monster, attack_claw_damage) \
16 MON_ADD_CVAR(monster, attack_lightning_damage) \
17 MON_ADD_CVAR(monster, speed_stop) \
18 MON_ADD_CVAR(monster, speed_run) \
19 MON_ADD_CVAR(monster, speed_walk)
22 SHAMBLER_SETTINGS(shambler)
26 const float shambler_anim_stand = 0;
27 const float shambler_anim_walk = 1;
28 const float shambler_anim_run = 2;
29 const float shambler_anim_smash = 3;
30 const float shambler_anim_swingr = 4;
31 const float shambler_anim_swingl = 5;
32 const float shambler_anim_magic = 6;
33 const float shambler_anim_pain = 7;
34 const float shambler_anim_death = 8;
38 monster_melee(self.enemy, MON_CVAR(shambler, attack_smash_damage), shambler_anim_smash, self.attack_range, 0.4, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
41 void shambler_delayedsmash()
43 self.frame = shambler_anim_smash;
44 defer(0.7, shambler_smash);
45 self.attack_finished_single = time + 1.1;
50 float r = (random() < 0.5);
51 monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
53 defer(0.5, shambler_swing);
58 local vector org, dir;
61 self.effects |= EF_MUZZLEFLASH;
63 org = self.origin + '0 0 40';
65 dir = self.enemy.origin + '0 0 16' - org;
66 dir = normalize (dir);
68 traceline (org, self.origin + dir * 1000, TRUE, self);
70 FireRailgunBullet (org, org + dir * 1000, MON_CVAR(shambler, attack_lightning_damage) * Monster_SkillModifier(), 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
72 // teamcolor / hit beam effect
73 //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
74 //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
76 te_csqc_lightningarc(org, trace_endpos);
79 float shambler_attack(float attack_type)
83 case MONSTER_ATTACK_MELEE:
85 float chance = random();
88 shambler_delayedsmash();
94 case MONSTER_ATTACK_RANGED:
96 self.frame = shambler_anim_magic;
97 self.attack_finished_single = time + 1.1;
98 defer(0.6, CastLightning);
107 void spawnfunc_monster_shambler()
109 self.classname = "monster_shambler";
111 self.monster_spawnfunc = spawnfunc_monster_shambler;
113 if(Monster_CheckAppearFlags(self))
116 if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
119 float m_shambler(float req)
125 monster_move(MON_CVAR(shambler, speed_run), MON_CVAR(shambler, speed_walk), MON_CVAR(shambler, speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
130 self.frame = shambler_anim_death;
135 if not(self.health) self.health = MON_CVAR(shambler, health);
136 if not(self.attack_range) self.attack_range = 150;
138 self.monster_loot = spawnfunc_item_health_mega;
139 self.monster_attackfunc = shambler_attack;
140 self.frame = shambler_anim_stand;
141 self.weapon = WEP_NEX;
147 precache_model ("models/monsters/shambler.mdl");
152 MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
162 float m_shambler(float req)
168 precache_model ("models/monsters/shambler.mdl");
177 #endif // REGISTER_MONSTER