5 MODEL(MON_SHAMBLER, M_Model("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(entity this)
62 makevectors(this.angles);
63 Send_Effect(EFFECT_EXPLOSION_MEDIUM, (this.origin + (v_forward * 150)) - ('0 0 1' * this.maxs.z), '0 0 0', 1);
64 sound(this, 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(this.origin + v_forward * 50, this.mins * 0.5, this.maxs * 0.5, this.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, this);
70 if(trace_ent.takedamage)
71 Damage(trace_ent, this, this, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_SMASH.m_id, trace_ent.origin, normalize(trace_ent.origin - this.origin));
74 void M_Shambler_Attack_Swing(entity this)
76 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);
79 #include <common/effects/qc/all.qh>
81 void M_Shambler_Attack_Lightning_Explode()
85 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
86 Send_Effect(EFFECT_ELECTRO_IMPACT, self.origin, '0 0 0', 1);
88 self.event_damage = func_null;
89 self.takedamage = DAMAGE_NO;
90 self.movetype = MOVETYPE_NONE;
91 self.velocity = '0 0 0';
93 if(self.movetype == MOVETYPE_NONE)
94 self.velocity = self.oldvelocity;
96 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);
98 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
100 te_csqc_lightningarc(self.origin, head.origin);
101 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');
104 self.think = SUB_Remove_self;
105 self.nextthink = time + 0.2;
108 void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
110 if (this.health <= 0)
113 if (!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, -1)) // no exceptions
114 return; // g_projectiles_damage says to halt
116 this.health = this.health - damage;
118 if (this.health <= 0)
119 WITHSELF(this, W_PrepareExplosionByDamage(attacker, this.use));
122 void M_Shambler_Attack_Lightning_Touch()
129 void M_Shambler_Attack_Lightning_Think()
131 self.nextthink = time;
135 M_Shambler_Attack_Lightning_Explode();
140 void M_Shambler_Attack_Lightning(entity this)
144 monster_makevectors(this, this.enemy);
147 gren.owner = gren.realowner = this;
148 gren.bot_dodge = true;
149 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
150 gren.movetype = MOVETYPE_BOUNCE;
151 PROJECTILE_MAKETRIGGER(gren);
152 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
153 setorigin(gren, CENTER_OR_VIEWOFS(this));
154 setsize(gren, '-8 -8 -8', '8 8 8');
158 gren.nextthink = time;
159 gren.think = M_Shambler_Attack_Lightning_Think;
160 gren.use = M_Shambler_Attack_Lightning_Explode;
161 gren.touch = M_Shambler_Attack_Lightning_Touch;
163 gren.takedamage = DAMAGE_YES;
165 gren.damageforcescale = 0;
166 gren.event_damage = M_Shambler_Attack_Lightning_Damage;
167 gren.damagedbycontents = true;
168 gren.missile_flags = MIF_SPLASH | MIF_ARC;
169 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);
171 gren.angles = vectoangles (gren.velocity);
172 gren.flags = FL_PROJECTILE;
174 CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
179 bool M_Shambler_Attack(int attack_type, entity actor, entity targ)
183 case MONSTER_ATTACK_MELEE:
185 int swing_cnt = bound(1, floor(random() * 4), 3);
186 Monster_Delay(actor, swing_cnt, 0.5, M_Shambler_Attack_Swing);
187 actor.anim_finished = actor.attack_finished_single[0] = time + (0.5 * swing_cnt); // set this for the delay
190 case MONSTER_ATTACK_RANGED:
192 float randomness = random();
194 if(time >= actor.shambler_lastattack) // shambler doesn't attack much
195 if(IS_ONGROUND(actor))
196 if(randomness <= 0.5 && vdist(actor.enemy.origin - actor.origin, <=, autocvar_g_monster_shambler_attack_smash_range))
198 setanim(actor, actor.anim_melee2, true, true, false);
199 Monster_Delay(actor, 1, 0.7, M_Shambler_Attack_Smash);
200 actor.attack_finished_single[0] = time + 1.1;
201 actor.anim_finished = time + 1.1;
202 actor.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
203 actor.shambler_lastattack = time + 3 + random() * 1.5;
206 else if(randomness <= 0.1 && vdist(actor.enemy.origin - actor.origin, >=, autocvar_g_monster_shambler_attack_smash_range * 1.5)) // small chance, don't want this spammed
208 setanim(actor, actor.anim_shoot, true, true, false);
209 actor.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
210 actor.attack_finished_single[0] = time + 1.1;
211 actor.anim_finished = 1.1;
212 actor.shambler_lastattack = time + 3 + random() * 1.5;
213 Monster_Delay(actor, 1, 0.6, M_Shambler_Attack_Lightning);
224 spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
228 METHOD(Shambler, mr_think, bool(Shambler this, entity actor))
234 METHOD(Shambler, mr_pain, bool(Shambler this, entity actor))
237 actor.pain_finished = time + 0.5;
238 setanim(actor, actor.anim_pain1, true, true, false);
242 METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
245 setanim(actor, actor.anim_die1, false, true, true);
250 METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
253 vector none = '0 0 0';
254 actor.anim_die1 = animfixfps(actor, '8 1 0.5', none); // 2 seconds
255 actor.anim_walk = animfixfps(actor, '1 1 1', none);
256 actor.anim_idle = animfixfps(actor, '0 1 1', none);
257 actor.anim_pain1 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
258 actor.anim_melee1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
259 actor.anim_melee2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
260 actor.anim_melee3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
261 actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
262 actor.anim_run = animfixfps(actor, '2 1 1', none);
267 spawnfunc(item_health_mega);
268 .float animstate_endtime;
269 METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
272 if(!actor.health) actor.health = (autocvar_g_monster_shambler_health);
273 if(!actor.attack_range) actor.attack_range = 150;
274 if(!actor.speed) { actor.speed = (autocvar_g_monster_shambler_speed_walk); }
275 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_shambler_speed_run); }
276 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
277 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
279 actor.monster_loot = spawnfunc_item_health_mega;
280 actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
282 setanim(actor, actor.anim_shoot, false, true, true);
283 actor.spawn_time = actor.animstate_endtime;
284 actor.spawnshieldtime = actor.spawn_time;
285 actor.monster_attackfunc = M_Shambler_Attack;
290 METHOD(Shambler, mr_precache, bool(Shambler this))