1 #ifdef REGISTER_MONSTER
3 /* MON_##id */ SHAMBLER,
4 /* function */ m_shambler,
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")
12 #define SHAMBLER_SETTINGS(monster) \
13 MON_ADD_CVAR(monster, health) \
14 MON_ADD_CVAR(monster, attack_smash_damage) \
15 MON_ADD_CVAR(monster, attack_claw_damage) \
16 MON_ADD_CVAR(monster, attack_lightning_damage) \
17 MON_ADD_CVAR(monster, attack_lightning_force) \
18 MON_ADD_CVAR(monster, attack_lightning_radius) \
19 MON_ADD_CVAR(monster, attack_lightning_radius_zap) \
20 MON_ADD_CVAR(monster, attack_lightning_speed) \
21 MON_ADD_CVAR(monster, attack_lightning_speed_up) \
22 MON_ADD_CVAR(monster, speed_stop) \
23 MON_ADD_CVAR(monster, speed_run) \
24 MON_ADD_CVAR(monster, speed_walk)
27 SHAMBLER_SETTINGS(shambler)
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;
41 .float shambler_lastattack; // delay attacks separately
45 makevectors(self.angles);
46 pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs_z), '0 0 0', 1);
47 sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
49 tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
51 if(trace_ent.takedamage)
52 Damage(trace_ent, self, self, MON_CVAR(shambler, attack_smash_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
57 float r = (random() < 0.5);
58 monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
61 defer(0.5, shambler_swing);
62 self.attack_finished_single += 0.5;
66 void shambler_lightning_explode()
70 sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
71 pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
73 self.event_damage = func_null;
74 self.takedamage = DAMAGE_NO;
75 self.movetype = MOVETYPE_NONE;
76 self.velocity = '0 0 0';
77 UpdateCSQCProjectile(self);
79 if(self.movetype == MOVETYPE_NONE)
80 self.velocity = self.oldvelocity;
82 RadiusDamage (self, self.realowner, MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_damage), MON_CVAR(shambler, attack_lightning_radius), world, MON_CVAR(shambler, attack_lightning_force), self.projectiledeathtype, other);
84 for(head = findradius(self.origin, MON_CVAR(shambler, attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner)
86 te_csqc_lightningarc(self.origin, head.origin);
87 Damage(head, self, self.realowner, MON_CVAR(shambler, attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
90 self.think = SUB_Remove;
91 self.nextthink = time + 0.2;
94 void shambler_lightning_damage(entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
99 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
100 return; // g_projectiles_damage says to halt
102 self.health = self.health - damage;
104 if (self.health <= 0)
105 W_PrepareExplosionByDamage(attacker, self.use);
108 void shambler_lightning_touch()
115 void shambler_lightning_think()
117 self.nextthink = time;
121 shambler_lightning_explode();
126 void shambler_lightning()
130 monster_makevectors(self.enemy);
133 gren.owner = gren.realowner = self;
134 gren.classname = "grenade";
135 gren.bot_dodge = TRUE;
136 gren.bot_dodgerating = MON_CVAR(shambler, attack_lightning_damage);
137 gren.movetype = MOVETYPE_BOUNCE;
138 PROJECTILE_MAKETRIGGER(gren);
139 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
140 setorigin(gren, CENTER_OR_VIEWOFS(self));
141 setsize(gren, '-8 -8 -8', '8 8 8');
145 gren.nextthink = time;
146 gren.think = shambler_lightning_think;
147 gren.use = shambler_lightning_explode;
148 gren.touch = shambler_lightning_touch;
150 gren.takedamage = DAMAGE_YES;
152 gren.damageforcescale = 0;
153 gren.event_damage = shambler_lightning_damage;
154 gren.damagedbycontents = TRUE;
155 gren.missile_flags = MIF_SPLASH | MIF_ARC;
156 W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(shambler, attack_lightning_speed), MON_CVAR(shambler, attack_lightning_speed_up), 0, 0, FALSE);
158 gren.angles = vectoangles (gren.velocity);
159 gren.flags = FL_PROJECTILE;
161 CSQCProjectile(gren, TRUE, PROJECTILE_SHAMBLER_LIGHTNING, TRUE);
164 float shambler_attack(float attack_type)
168 case MONSTER_ATTACK_MELEE:
173 case MONSTER_ATTACK_RANGED:
175 if(time >= self.shambler_lastattack) // shambler doesn't attack much
176 if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
178 self.frame = shambler_anim_smash;
179 defer(0.7, shambler_smash);
180 self.attack_finished_single = time + 1.1;
181 self.shambler_lastattack = time + 3;
184 else if(random() <= 0.1) // small chance, don't want this spammed
186 self.frame = shambler_anim_magic;
187 self.attack_finished_single = time + 1.1;
188 self.shambler_lastattack = time + 3;
189 defer(0.6, shambler_lightning);
200 void spawnfunc_monster_shambler()
202 self.classname = "monster_shambler";
204 self.monster_spawnfunc = spawnfunc_monster_shambler;
206 if(Monster_CheckAppearFlags(self))
209 if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
212 float m_shambler(float req)
218 monster_move(MON_CVAR(shambler, speed_run), MON_CVAR(shambler, speed_walk), MON_CVAR(shambler, speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
223 self.frame = shambler_anim_death;
228 if not(self.health) self.health = MON_CVAR(shambler, health);
229 if not(self.attack_range) self.attack_range = 150;
231 self.monster_loot = spawnfunc_item_health_mega;
232 self.monster_attackfunc = shambler_attack;
233 self.frame = shambler_anim_stand;
234 self.weapon = WEP_NEX;
240 precache_model ("models/monsters/shambler.mdl");
245 MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
255 float m_shambler(float req)
261 precache_model ("models/monsters/shambler.mdl");
270 #endif // REGISTER_MONSTER