1 CLASS(Shambler, Monster)
2 ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
3 ATTRIB(Shambler, mins, vector, '-41 -41 -31');
4 ATTRIB(Shambler, maxs, vector, '41 41 65');
5 ATTRIB(Shambler, mdl, string, "shambler.mdl");
6 ATTRIB(Shambler, model, string, strzone(strcat("models/monsters/", this.mdl)));
7 ATTRIB(Shambler, netname, string, "shambler");
8 ATTRIB(Shambler, monster_name, string, _("Shambler"));
11 REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
13 MON_ACTION(this, MR_PRECACHE);
18 float autocvar_g_monster_shambler_health;
19 float autocvar_g_monster_shambler_damageforcescale = 0.1;
20 float autocvar_g_monster_shambler_attack_smash_damage;
21 float autocvar_g_monster_shambler_attack_smash_range;
22 float autocvar_g_monster_shambler_attack_claw_damage;
23 float autocvar_g_monster_shambler_attack_lightning_damage;
24 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
25 float autocvar_g_monster_shambler_attack_lightning_force;
26 float autocvar_g_monster_shambler_attack_lightning_radius;
27 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
28 float autocvar_g_monster_shambler_attack_lightning_speed;
29 float autocvar_g_monster_shambler_attack_lightning_speed_up;
30 float autocvar_g_monster_shambler_speed_stop;
31 float autocvar_g_monster_shambler_speed_run;
32 float autocvar_g_monster_shambler_speed_walk;
35 const float shambler_anim_stand = 0;
36 const float shambler_anim_walk = 1;
37 const float shambler_anim_run = 2;
38 const float shambler_anim_smash = 3;
39 const float shambler_anim_swingr = 4;
40 const float shambler_anim_swingl = 5;
41 const float shambler_anim_magic = 6;
42 const float shambler_anim_pain = 7;
43 const float shambler_anim_death = 8;
46 .float shambler_lastattack; // delay attacks separately
48 void M_Shambler_Attack_Smash()
50 makevectors(self.angles);
51 Send_Effect(EFFECT_EXPLOSION_MEDIUM, (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
52 sound(self, CH_SHOTS, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
54 // RadiusDamage does NOT support custom starting location, which means we must use this hack...
56 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);
58 if(trace_ent.takedamage)
59 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));
62 void M_Shambler_Attack_Swing()
64 float r = (random() < 0.5);
65 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))
67 Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
68 self.attack_finished_single += 0.5;
69 self.anim_finished = self.attack_finished_single;
73 void M_Shambler_Attack_Lightning_Explode()
77 sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
78 Send_Effect(EFFECT_ELECTRO_IMPACT, '0 0 0', '0 0 0', 1);
80 self.event_damage = func_null;
81 self.takedamage = DAMAGE_NO;
82 self.movetype = MOVETYPE_NONE;
83 self.velocity = '0 0 0';
85 if(self.movetype == MOVETYPE_NONE)
86 self.velocity = self.oldvelocity;
88 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);
90 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
92 te_csqc_lightningarc(self.origin, head.origin);
93 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');
96 self.think = SUB_Remove;
97 self.nextthink = time + 0.2;
100 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
102 if (self.health <= 0)
105 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
106 return; // g_projectiles_damage says to halt
108 self.health = self.health - damage;
110 if (self.health <= 0)
111 W_PrepareExplosionByDamage(attacker, self.use);
114 void M_Shambler_Attack_Lightning_Touch()
121 void M_Shambler_Attack_Lightning_Think()
123 self.nextthink = time;
127 M_Shambler_Attack_Lightning_Explode();
132 void M_Shambler_Attack_Lightning()
136 monster_makevectors(self.enemy);
139 gren.owner = gren.realowner = self;
140 gren.classname = "grenade";
141 gren.bot_dodge = true;
142 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
143 gren.movetype = MOVETYPE_BOUNCE;
144 PROJECTILE_MAKETRIGGER(gren);
145 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
146 setorigin(gren, CENTER_OR_VIEWOFS(self));
147 setsize(gren, '-8 -8 -8', '8 8 8');
151 gren.nextthink = time;
152 gren.think = M_Shambler_Attack_Lightning_Think;
153 gren.use = M_Shambler_Attack_Lightning_Explode;
154 gren.touch = M_Shambler_Attack_Lightning_Touch;
156 gren.takedamage = DAMAGE_YES;
158 gren.damageforcescale = 0;
159 gren.event_damage = M_Shambler_Attack_Lightning_Damage;
160 gren.damagedbycontents = true;
161 gren.missile_flags = MIF_SPLASH | MIF_ARC;
162 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);
164 gren.angles = vectoangles (gren.velocity);
165 gren.flags = FL_PROJECTILE;
167 CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
170 float M_Shambler_Attack(float attack_type)
174 case MONSTER_ATTACK_MELEE:
176 M_Shambler_Attack_Swing();
179 case MONSTER_ATTACK_RANGED:
181 float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
183 if(time >= self.shambler_lastattack) // shambler doesn't attack much
184 if(self.flags & FL_ONGROUND)
185 if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
187 setanim(self, self.anim_melee2, true, true, false);
188 Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
189 self.attack_finished_single = time + 1.1;
190 self.anim_finished = time + 1.1;
191 self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
192 self.shambler_lastattack = time + 3 + random() * 1.5;
195 else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
197 setanim(self, self.anim_shoot, true, true, false);
198 self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
199 self.attack_finished_single = time + 1.1;
200 self.anim_finished = 1.1;
201 self.shambler_lastattack = time + 3 + random() * 1.5;
202 Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
213 void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
217 METHOD(Shambler, mr_think, bool(Shambler thismon))
221 METHOD(Shambler, mr_pain, bool(Shambler thismon))
224 self.pain_finished = time + 0.5;
225 setanim(self, self.anim_pain1, true, true, false);
228 METHOD(Shambler, mr_death, bool(Shambler thismon))
231 setanim(self, self.anim_die1, false, true, true);
236 METHOD(Shambler, mr_anim, bool(Shambler thismon))
239 vector none = '0 0 0';
240 self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
241 self.anim_walk = animfixfps(self, '1 1 1', none);
242 self.anim_idle = animfixfps(self, '0 1 1', none);
243 self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
244 self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
245 self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
246 self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
247 self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
248 self.anim_run = animfixfps(self, '2 1 1', none);
254 METHOD(Shambler, mr_setup, bool(Shambler thismon))
257 if(!self.health) self.health = (autocvar_g_monster_shambler_health);
258 if(!self.attack_range) self.attack_range = 150;
259 if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
260 if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
261 if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
262 if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
264 self.monster_loot = spawnfunc_item_health_mega;
265 self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
267 setanim(self, self.anim_shoot, false, true, true);
268 self.spawn_time = self.animstate_endtime;
269 self.spawnshieldtime = self.spawn_time;
270 self.monster_attackfunc = M_Shambler_Attack;
274 METHOD(Shambler, mr_precache, bool(Shambler thismon))