1 #ifdef 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")
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;
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;
33 monster_melee(self.enemy, autocvar_g_monster_shambler_damage, 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
36 void shambler_delayedsmash()
38 monsters_setframe(shambler_anim_smash);
39 defer(0.7, shambler_smash);
40 self.attack_finished_single = time + 1.1;
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;
50 defer(0.5, shambler_swing);
55 local vector org, dir;
58 self.effects |= EF_MUZZLEFLASH;
60 org = self.origin + '0 0 40';
62 dir = self.enemy.origin + '0 0 16' - org;
63 dir = normalize (dir);
65 traceline (org, self.origin + dir * 1000, TRUE, self);
67 FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
69 // teamcolor / hit beam effect
70 //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
71 //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
73 te_csqc_lightningarc(org, trace_endpos);
76 float shambler_attack(float attack_type)
80 case MONSTER_ATTACK_MELEE:
82 float chance = random();
85 shambler_delayedsmash();
91 case MONSTER_ATTACK_RANGED:
93 monsters_setframe(shambler_anim_magic);
94 self.attack_finished_single = time + 1.1;
95 defer(0.6, CastLightning);
104 void spawnfunc_monster_shambler()
106 if not(autocvar_g_monster_shambler) { remove(self); return; }
108 self.classname = "monster_shambler";
110 self.monster_spawnfunc = spawnfunc_monster_shambler;
112 if(Monster_CheckAppearFlags(self))
115 if not(monster_initialize(MON_SHAMBLER, FALSE, MONSTER_SIZE_BROKEN)) { remove(self); return; }
118 float m_shambler(float req)
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);
129 monsters_setframe(shambler_anim_death);
134 if not(self.health) self.health = autocvar_g_monster_shambler_health;
136 self.monster_attackfunc = shambler_attack;
137 monsters_setframe(shambler_anim_stand);
138 self.weapon = WEP_NEX;
154 float m_shambler(float req)
165 precache_model ("models/monsters/shambler.mdl");
174 #endif // REGISTER_MONSTER