5 MODEL(MON_SHAMBLER, "models/monsters/shambler.mdl");
8 CLASS(Shambler, Monster)
9 ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
10 ATTRIB(Shambler, mins, vector, '-41 -41 -31');
11 ATTRIB(Shambler, maxs, vector, '41 41 65');
13 ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
15 ATTRIB(Shambler, netname, string, "shambler");
16 ATTRIB(Shambler, monster_name, string, _("Shambler"));
19 REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
21 this.mr_precache(this);
30 float autocvar_g_monster_shambler_health;
31 float autocvar_g_monster_shambler_damageforcescale = 0.1;
32 float autocvar_g_monster_shambler_attack_smash_damage;
33 float autocvar_g_monster_shambler_attack_smash_range;
34 float autocvar_g_monster_shambler_attack_claw_damage;
35 float autocvar_g_monster_shambler_attack_lightning_damage;
36 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
37 float autocvar_g_monster_shambler_attack_lightning_force;
38 float autocvar_g_monster_shambler_attack_lightning_radius;
39 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
40 float autocvar_g_monster_shambler_attack_lightning_speed;
41 float autocvar_g_monster_shambler_attack_lightning_speed_up;
42 float autocvar_g_monster_shambler_speed_stop;
43 float autocvar_g_monster_shambler_speed_run;
44 float autocvar_g_monster_shambler_speed_walk;
47 const float shambler_anim_stand = 0;
48 const float shambler_anim_walk = 1;
49 const float shambler_anim_run = 2;
50 const float shambler_anim_smash = 3;
51 const float shambler_anim_swingr = 4;
52 const float shambler_anim_swingl = 5;
53 const float shambler_anim_magic = 6;
54 const float shambler_anim_pain = 7;
55 const float shambler_anim_death = 8;
58 .float shambler_lastattack; // delay attacks separately
60 void M_Shambler_Attack_Smash()
62 makevectors(self.angles);
63 Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
64 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
66 // RadiusDamage does NOT support custom starting location, which means we must use this hack...
68 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);
70 if(trace_ent.takedamage)
71 Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - self.origin));
74 void M_Shambler_Attack_Swing()
76 float r = (random() < 0.5);
77 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.m_id, true))
79 Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
80 self.attack_finished_single[0] += 0.5;
81 self.anim_finished = self.attack_finished_single[0];
85 #include "../../../server/csqceffects.qh"
87 void M_Shambler_Attack_Lightning_Explode()
91 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
92 Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
94 self.event_damage = func_null;
95 self.takedamage = DAMAGE_NO;
96 self.movetype = MOVETYPE_NONE;
97 self.velocity = '0 0 0';
99 if(self.movetype == MOVETYPE_NONE)
100 self.velocity = self.oldvelocity;
102 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);
104 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
106 te_csqc_lightningarc(self.origin, head.origin);
107 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP.m_id, head.origin, '0 0 0');
110 self.think = SUB_Remove;
111 self.nextthink = time + 0.2;
114 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
116 if (self.health <= 0)
119 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
120 return; // g_projectiles_damage says to halt
122 self.health = self.health - damage;
124 if (self.health <= 0)
125 W_PrepareExplosionByDamage(attacker, self.use);
128 void M_Shambler_Attack_Lightning_Touch()
135 void M_Shambler_Attack_Lightning_Think()
137 self.nextthink = time;
141 M_Shambler_Attack_Lightning_Explode();
146 void M_Shambler_Attack_Lightning()
150 monster_makevectors(self.enemy);
153 gren.owner = gren.realowner = self;
154 gren.classname = "grenade";
155 gren.bot_dodge = true;
156 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
157 gren.movetype = MOVETYPE_BOUNCE;
158 PROJECTILE_MAKETRIGGER(gren);
159 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
160 setorigin(gren, CENTER_OR_VIEWOFS(self));
161 setsize(gren, '-8 -8 -8', '8 8 8');
165 gren.nextthink = time;
166 gren.think = M_Shambler_Attack_Lightning_Think;
167 gren.use = M_Shambler_Attack_Lightning_Explode;
168 gren.touch = M_Shambler_Attack_Lightning_Touch;
170 gren.takedamage = DAMAGE_YES;
172 gren.damageforcescale = 0;
173 gren.event_damage = M_Shambler_Attack_Lightning_Damage;
174 gren.damagedbycontents = true;
175 gren.missile_flags = MIF_SPLASH | MIF_ARC;
176 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);
178 gren.angles = vectoangles (gren.velocity);
179 gren.flags = FL_PROJECTILE;
181 CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
186 float M_Shambler_Attack(float attack_type, entity targ)
190 case MONSTER_ATTACK_MELEE:
192 M_Shambler_Attack_Swing();
195 case MONSTER_ATTACK_RANGED:
197 float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
199 if(time >= self.shambler_lastattack) // shambler doesn't attack much
200 if(self.flags & FL_ONGROUND)
201 if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
203 setanim(self, self.anim_melee2, true, true, false);
204 Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
205 self.attack_finished_single[0] = time + 1.1;
206 self.anim_finished = time + 1.1;
207 self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
208 self.shambler_lastattack = time + 3 + random() * 1.5;
211 else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
213 setanim(self, self.anim_shoot, true, true, false);
214 self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
215 self.attack_finished_single[0] = time + 1.1;
216 self.anim_finished = 1.1;
217 self.shambler_lastattack = time + 3 + random() * 1.5;
218 Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
229 spawnfunc(monster_shambler) { Monster_Spawn(MON_SHAMBLER.monsterid); }
233 METHOD(Shambler, mr_think, bool(Shambler thismon))
237 METHOD(Shambler, mr_pain, bool(Shambler thismon))
240 self.pain_finished = time + 0.5;
241 setanim(self, self.anim_pain1, true, true, false);
244 METHOD(Shambler, mr_death, bool(Shambler thismon))
247 setanim(self, self.anim_die1, false, true, true);
252 METHOD(Shambler, mr_anim, bool(Shambler thismon))
255 vector none = '0 0 0';
256 self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
257 self.anim_walk = animfixfps(self, '1 1 1', none);
258 self.anim_idle = animfixfps(self, '0 1 1', none);
259 self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
260 self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
261 self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
262 self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
263 self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
264 self.anim_run = animfixfps(self, '2 1 1', none);
270 spawnfunc(item_health_mega);
271 .float animstate_endtime;
272 METHOD(Shambler, mr_setup, bool(Shambler thismon))
275 if(!self.health) self.health = (autocvar_g_monster_shambler_health);
276 if(!self.attack_range) self.attack_range = 150;
277 if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
278 if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
279 if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
280 if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
282 self.monster_loot = spawnfunc_item_health_mega;
283 self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
285 setanim(self, self.anim_shoot, false, true, true);
286 self.spawn_time = self.animstate_endtime;
287 self.spawnshieldtime = self.spawn_time;
288 self.monster_attackfunc = M_Shambler_Attack;
292 METHOD(Shambler, mr_precache, bool(Shambler thismon))