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Monsters: upgrade shambler
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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"));
9 ENDCLASS(Shambler)
10
11 REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
12 #ifndef MENUQC
13     MON_ACTION(this, MR_PRECACHE);
14 #endif
15 }
16
17 #ifdef SVQC
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;
33
34 /*
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;
44 */
45
46 .float shambler_lastattack; // delay attacks separately
47
48 void M_Shambler_Attack_Smash()
49 {SELFPARAM();
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);
53
54         // RadiusDamage does NOT support custom starting location, which means we must use this hack...
55
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);
57
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));
60 }
61
62 void M_Shambler_Attack_Swing()
63 {SELFPARAM();
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))
66         {
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;
70         }
71 }
72
73 void M_Shambler_Attack_Lightning_Explode()
74 {SELFPARAM();
75         entity head;
76
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);
79
80         self.event_damage = func_null;
81         self.takedamage = DAMAGE_NO;
82         self.movetype = MOVETYPE_NONE;
83         self.velocity = '0 0 0';
84
85         if(self.movetype == MOVETYPE_NONE)
86                 self.velocity = self.oldvelocity;
87
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);
89
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)
91         {
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');
94         }
95
96         self.think = SUB_Remove;
97         self.nextthink = time + 0.2;
98 }
99
100 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
101 {SELFPARAM();
102         if (self.health <= 0)
103                 return;
104
105         if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
106                 return; // g_projectiles_damage says to halt
107
108         self.health = self.health - damage;
109
110         if (self.health <= 0)
111                 W_PrepareExplosionByDamage(attacker, self.use);
112 }
113
114 void M_Shambler_Attack_Lightning_Touch()
115 {SELFPARAM();
116         PROJECTILE_TOUCH;
117
118         self.use ();
119 }
120
121 void M_Shambler_Attack_Lightning_Think()
122 {SELFPARAM();
123         self.nextthink = time;
124         if (time > self.cnt)
125         {
126                 other = world;
127                 M_Shambler_Attack_Lightning_Explode();
128                 return;
129         }
130 }
131
132 void M_Shambler_Attack_Lightning()
133 {SELFPARAM();
134         entity gren;
135
136         monster_makevectors(self.enemy);
137
138         gren = spawn ();
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');
148         gren.scale = 2.5;
149
150         gren.cnt = time + 5;
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;
155
156         gren.takedamage = DAMAGE_YES;
157         gren.health = 50;
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);
163
164         gren.angles = vectoangles (gren.velocity);
165         gren.flags = FL_PROJECTILE;
166
167         CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
168 }
169
170 float M_Shambler_Attack(float attack_type)
171 {SELFPARAM();
172         switch(attack_type)
173         {
174                 case MONSTER_ATTACK_MELEE:
175                 {
176                         M_Shambler_Attack_Swing();
177                         return true;
178                 }
179                 case MONSTER_ATTACK_RANGED:
180                 {
181                         float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
182
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)
186                         {
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;
193                                 return true;
194                         }
195                         else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
196                         {
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);
203                                 return true;
204                         }
205
206                         return false;
207                 }
208         }
209
210         return false;
211 }
212
213 void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
214 #endif // SVQC
215
216                 #ifdef SVQC
217                 METHOD(Shambler, mr_think, bool(Shambler thismon))
218                 {
219                         return true;
220                 }
221                 METHOD(Shambler, mr_pain, bool(Shambler thismon))
222                 {
223                         SELFPARAM();
224                         self.pain_finished = time + 0.5;
225                         setanim(self, self.anim_pain1, true, true, false);
226                         return true;
227                 }
228                 METHOD(Shambler, mr_death, bool(Shambler thismon))
229                 {
230                         SELFPARAM();
231                         setanim(self, self.anim_die1, false, true, true);
232                         return true;
233                 }
234                 #endif
235                 #ifndef MENUQC
236                 METHOD(Shambler, mr_anim, bool(Shambler thismon))
237                 {
238                         SELFPARAM();
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);
249
250                         return true;
251                 }
252                 #endif
253                 #ifdef SVQC
254                 METHOD(Shambler, mr_setup, bool(Shambler thismon))
255                 {
256                         SELFPARAM();
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); }
263
264                         self.monster_loot = spawnfunc_item_health_mega;
265                         self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
266
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;
271
272                         return true;
273                 }
274                 METHOD(Shambler, mr_precache, bool(Shambler thismon))
275                 {
276                         return true;
277                 }
278                 #endif