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1 #ifdef REGISTER_MONSTER
2 REGISTER_MONSTER(
3 /* MON_##id   */ SHAMBLER,
4 /* function   */ m_shambler,
5 /* mins,maxs  */ '-41 -41 -31', '41 41 65',
6 /* model      */ "shambler.mdl",
7 /* netname    */ "shambler",
8 /* fullname   */ _("Shambler")
9 );
10
11 #else
12 #ifdef SVQC
13 float autocvar_g_monster_shambler;
14 float autocvar_g_monster_shambler_health;
15 float autocvar_g_monster_shambler_damage;
16 float autocvar_g_monster_shambler_attack_lightning_damage;
17 float autocvar_g_monster_shambler_attack_claw_damage;
18 float autocvar_g_monster_shambler_speed_walk;
19 float autocvar_g_monster_shambler_speed_run;
20
21 const float shambler_anim_stand         = 0;
22 const float shambler_anim_walk          = 1;
23 const float shambler_anim_run           = 2;
24 const float shambler_anim_smash         = 3;
25 const float shambler_anim_swingr        = 4;
26 const float shambler_anim_swingl        = 5;
27 const float shambler_anim_magic         = 6;
28 const float shambler_anim_pain          = 7;
29 const float shambler_anim_death         = 8;
30
31 void shambler_smash()
32 {
33         monster_melee(self.enemy, autocvar_g_monster_shambler_damage, 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
34 }
35
36 void shambler_delayedsmash()
37 {
38         monsters_setframe(shambler_anim_smash);
39         defer(0.7, shambler_smash);
40         self.attack_finished_single = time + 1.1;
41 }
42
43 void shambler_swing()
44 {
45         float r = (random() < 0.5);
46         monsters_setframe((r) ? shambler_anim_swingr : shambler_anim_swingl);
47         monster_melee(self.enemy, autocvar_g_monster_shambler_attack_claw_damage, 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
48         self.attack_finished_single = time + 0.8;
49         if(r)
50                 defer(0.5, shambler_swing);
51 }
52
53 void CastLightning()
54 {
55         local vector org, dir;
56         //vector v = '0 0 0';
57
58         self.effects |= EF_MUZZLEFLASH;
59
60         org = self.origin + '0 0 40';
61
62         dir = self.enemy.origin + '0 0 16' - org;
63         dir = normalize (dir);
64
65         traceline (org, self.origin + dir * 1000, TRUE, self);
66                 
67         FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
68         
69         // teamcolor / hit beam effect
70         //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
71         //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
72         
73         te_csqc_lightningarc(org, trace_endpos);
74 }
75
76 float shambler_attack(float attack_type)
77 {
78         switch(attack_type)
79         {
80                 case MONSTER_ATTACK_MELEE:
81                 {
82                         float chance = random();
83
84                         if(chance > 0.6)
85                                 shambler_delayedsmash();
86                         else
87                                 shambler_swing();
88                         
89                         return TRUE;
90                 }
91                 case MONSTER_ATTACK_RANGED:
92                 {
93                         monsters_setframe(shambler_anim_magic);
94                         self.attack_finished_single = time + 1.1;
95                         defer(0.6, CastLightning);
96                         
97                         return TRUE;
98                 }
99         }
100         
101         return FALSE;
102 }
103
104 void spawnfunc_monster_shambler()
105 {
106         if not(autocvar_g_monster_shambler) { remove(self); return; }
107         
108         self.classname = "monster_shambler";
109         
110         self.monster_spawnfunc = spawnfunc_monster_shambler;
111         
112         if(Monster_CheckAppearFlags(self))
113                 return;
114         
115         if not(monster_initialize(MON_SHAMBLER, FALSE, MONSTER_SIZE_BROKEN)) { remove(self); return; }
116 }
117
118 float m_shambler(float req)
119 {
120         switch(req)
121         {
122                 case MR_THINK:
123                 {
124                         monster_move(autocvar_g_monster_shambler_speed_run, autocvar_g_monster_shambler_speed_walk, 300, shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
125                         return TRUE;
126                 }
127                 case MR_DEATH:
128                 {
129                         monsters_setframe(shambler_anim_death);
130                         return TRUE;
131                 }
132                 case MR_SETUP:
133                 {
134                         if not(self.health) self.health = autocvar_g_monster_shambler_health;
135                                 
136                         self.monster_attackfunc = shambler_attack;
137                         monsters_setframe(shambler_anim_stand);
138                         self.weapon = WEP_NEX;
139                         
140                         return TRUE;
141                 }
142                 case MR_INIT:
143                 {
144                         // nothing
145                         return TRUE;
146                 }
147         }
148         
149         return TRUE;
150 }
151
152 #endif // SVQC
153 #ifdef CSQC
154 float m_shambler(float req)
155 {
156         switch(req)
157         {
158                 case MR_DEATH:
159                 {
160                         // nothing
161                         return TRUE;
162                 }
163                 case MR_INIT:
164                 {
165                         precache_model ("models/monsters/shambler.mdl");
166                         return TRUE;
167                 }
168         }
169         
170         return TRUE;
171 }
172
173 #endif // CSQC
174 #endif // REGISTER_MONSTER