1 #ifdef REGISTER_MONSTER
3 /* MON_##id */ SHAMBLER,
4 /* functions */ M_Shambler, M_Shambler_Attack,
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")
14 float autocvar_g_monster_shambler_health;
15 float autocvar_g_monster_shambler_damageforcescale = 0.1;
16 float autocvar_g_monster_shambler_attack_smash_damage;
17 float autocvar_g_monster_shambler_attack_smash_range;
18 float autocvar_g_monster_shambler_attack_claw_damage;
19 float autocvar_g_monster_shambler_attack_lightning_damage;
20 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
21 float autocvar_g_monster_shambler_attack_lightning_force;
22 float autocvar_g_monster_shambler_attack_lightning_radius;
23 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
24 float autocvar_g_monster_shambler_attack_lightning_speed;
25 float autocvar_g_monster_shambler_attack_lightning_speed_up;
26 float autocvar_g_monster_shambler_speed_stop;
27 float autocvar_g_monster_shambler_speed_run;
28 float autocvar_g_monster_shambler_speed_walk;
31 const float shambler_anim_stand = 0;
32 const float shambler_anim_walk = 1;
33 const float shambler_anim_run = 2;
34 const float shambler_anim_smash = 3;
35 const float shambler_anim_swingr = 4;
36 const float shambler_anim_swingl = 5;
37 const float shambler_anim_magic = 6;
38 const float shambler_anim_pain = 7;
39 const float shambler_anim_death = 8;
42 .float shambler_lastattack; // delay attacks separately
44 void M_Shambler_Attack_Smash()
46 makevectors(self.angles);
47 pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
48 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
50 // RadiusDamage does NOT support custom starting location, which means we must use this hack...
52 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);
54 if(trace_ent.takedamage)
55 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));
58 void M_Shambler_Attack_Swing()
60 float r = (random() < 0.5);
61 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))
63 Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
64 self.attack_finished_single += 0.5;
65 self.anim_finished = self.attack_finished_single;
69 void M_Shambler_Attack_Lightning_Explode()
73 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
74 pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
76 self.event_damage = func_null;
77 self.takedamage = DAMAGE_NO;
78 self.movetype = MOVETYPE_NONE;
79 self.velocity = '0 0 0';
81 if(self.movetype == MOVETYPE_NONE)
82 self.velocity = self.oldvelocity;
84 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);
86 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
88 te_csqc_lightningarc(self.origin, head.origin);
89 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');
92 self.think = SUB_Remove;
93 self.nextthink = time + 0.2;
96 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
101 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
102 return; // g_projectiles_damage says to halt
104 self.health = self.health - damage;
106 if (self.health <= 0)
107 W_PrepareExplosionByDamage(attacker, self.use);
110 void M_Shambler_Attack_Lightning_Touch()
117 void M_Shambler_Attack_Lightning_Think()
119 self.nextthink = time;
123 M_Shambler_Attack_Lightning_Explode();
128 void M_Shambler_Attack_Lightning()
132 monster_makevectors(self.enemy);
135 gren.owner = gren.realowner = self;
136 gren.classname = "grenade";
137 gren.bot_dodge = true;
138 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
139 gren.movetype = MOVETYPE_BOUNCE;
140 PROJECTILE_MAKETRIGGER(gren);
141 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
142 setorigin(gren, CENTER_OR_VIEWOFS(self));
143 setsize(gren, '-8 -8 -8', '8 8 8');
147 gren.nextthink = time;
148 gren.think = M_Shambler_Attack_Lightning_Think;
149 gren.use = M_Shambler_Attack_Lightning_Explode;
150 gren.touch = M_Shambler_Attack_Lightning_Touch;
152 gren.takedamage = DAMAGE_YES;
154 gren.damageforcescale = 0;
155 gren.event_damage = M_Shambler_Attack_Lightning_Damage;
156 gren.damagedbycontents = true;
157 gren.missile_flags = MIF_SPLASH | MIF_ARC;
158 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);
160 gren.angles = vectoangles (gren.velocity);
161 gren.flags = FL_PROJECTILE;
163 CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
166 float M_Shambler_Attack(float attack_type)
170 case MONSTER_ATTACK_MELEE:
172 M_Shambler_Attack_Swing();
175 case MONSTER_ATTACK_RANGED:
177 float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
179 if(time >= self.shambler_lastattack) // shambler doesn't attack much
180 if(self.flags & FL_ONGROUND)
181 if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
183 setanim(self, self.anim_melee2, true, true, false);
184 Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
185 self.attack_finished_single = time + 1.1;
186 self.anim_finished = time + 1.1;
187 self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
188 self.shambler_lastattack = time + 3 + random() * 1.5;
191 else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
193 setanim(self, self.anim_shoot, true, true, false);
194 self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
195 self.attack_finished_single = time + 1.1;
196 self.anim_finished = 1.1;
197 self.shambler_lastattack = time + 3 + random() * 1.5;
198 Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
209 void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER); }
212 bool M_Shambler(int req)
223 self.pain_finished = time + 0.5;
224 setanim(self, self.anim_pain1, true, true, false);
229 setanim(self, self.anim_die1, false, true, true);
236 vector none = '0 0 0';
237 self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
238 self.anim_walk = animfixfps(self, '1 1 1', none);
239 self.anim_idle = animfixfps(self, '0 1 1', none);
240 self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
241 self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
242 self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
243 self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
244 self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
245 self.anim_run = animfixfps(self, '2 1 1', none);
253 if(!self.health) self.health = (autocvar_g_monster_shambler_health);
254 if(!self.attack_range) self.attack_range = 150;
255 if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
256 if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
257 if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
258 if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
260 self.monster_loot = spawnfunc_item_health_mega;
261 self.weapon = WEP_ELECTRO; // matches attacks better than WEP_VORTEX
263 setanim(self, self.anim_shoot, false, true, true);
264 self.spawn_time = self.animstate_endtime;
265 self.spawnshieldtime = self.spawn_time;
271 precache_model("models/monsters/shambler.mdl");
280 #endif // REGISTER_MONSTER