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Reintroduce the T-virus
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1 #ifdef REGISTER_MONSTER
2 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")
10 );
11
12 #else
13 #ifdef SVQC
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;
29
30 /*
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;
40 */
41
42 .float shambler_lastattack; // delay attacks separately
43
44 void M_Shambler_Attack_Smash()
45 {
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);
49
50         // RadiusDamage does NOT support custom starting location, which means we must use this hack...
51
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);
53
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));
56 }
57
58 void M_Shambler_Attack_Swing()
59 {
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))
62         {
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;
66         }
67 }
68
69 void M_Shambler_Attack_Lightning_Explode()
70 {
71         entity head;
72
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);
75
76         self.event_damage = func_null;
77         self.takedamage = DAMAGE_NO;
78         self.movetype = MOVETYPE_NONE;
79         self.velocity = '0 0 0';
80
81         if(self.movetype == MOVETYPE_NONE)
82                 self.velocity = self.oldvelocity;
83
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);
85
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)
87         {
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');
90         }
91
92         self.think = SUB_Remove;
93         self.nextthink = time + 0.2;
94 }
95
96 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
97 {
98         if (self.health <= 0)
99                 return;
100
101         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
102                 return; // g_projectiles_damage says to halt
103
104         self.health = self.health - damage;
105
106         if (self.health <= 0)
107                 W_PrepareExplosionByDamage(attacker, self.use);
108 }
109
110 void M_Shambler_Attack_Lightning_Touch()
111 {
112         PROJECTILE_TOUCH;
113
114         self.use ();
115 }
116
117 void M_Shambler_Attack_Lightning_Think()
118 {
119         self.nextthink = time;
120         if (time > self.cnt)
121         {
122                 other = world;
123                 M_Shambler_Attack_Lightning_Explode();
124                 return;
125         }
126 }
127
128 void M_Shambler_Attack_Lightning()
129 {
130         entity gren;
131
132         monster_makevectors(self.enemy);
133
134         gren = spawn ();
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');
144         gren.scale = 2.5;
145
146         gren.cnt = time + 5;
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;
151
152         gren.takedamage = DAMAGE_YES;
153         gren.health = 50;
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);
159
160         gren.angles = vectoangles (gren.velocity);
161         gren.flags = FL_PROJECTILE;
162
163         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
164 }
165
166 float M_Shambler_Attack(float attack_type)
167 {
168         switch(attack_type)
169         {
170                 case MONSTER_ATTACK_MELEE:
171                 {
172                         M_Shambler_Attack_Swing();
173                         return true;
174                 }
175                 case MONSTER_ATTACK_RANGED:
176                 {
177                         float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
178
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)
182                         {
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;
189                                 return true;
190                         }
191                         else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
192                         {
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);
199                                 return true;
200                         }
201
202                         return false;
203                 }
204         }
205
206         return false;
207 }
208
209 void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER); }
210 #endif // SVQC
211
212 bool M_Shambler(int req)
213 {
214         switch(req)
215         {
216                 #ifdef SVQC
217                 case MR_THINK:
218                 {
219                         return true;
220                 }
221                 case MR_PAIN:
222                 {
223                         self.pain_finished = time + 0.5;
224                         setanim(self, self.anim_pain1, true, true, false);
225                         return true;
226                 }
227                 case MR_DEATH:
228                 {
229                         setanim(self, self.anim_die1, false, true, true);
230                         return true;
231                 }
232                 #endif
233                 #ifndef MENUQC
234                 case MR_ANIM:
235                 {
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);
246
247                         return true;
248                 }
249                 #endif
250                 #ifdef SVQC
251                 case MR_SETUP:
252                 {
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); }
259
260                         self.monster_loot = spawnfunc_item_health_mega;
261                         self.weapon = WEP_ELECTRO; // matches attacks better than WEP_VORTEX
262
263                         setanim(self, self.anim_shoot, false, true, true);
264                         self.spawn_time = self.animstate_endtime;
265                         self.spawnshieldtime = self.spawn_time;
266
267                         return true;
268                 }
269                 case MR_PRECACHE:
270                 {
271                         precache_model("models/monsters/shambler.mdl");
272                         return true;
273                 }
274                 #endif
275         }
276
277         return true;
278 }
279
280 #endif // REGISTER_MONSTER