4 REGISTER_MONSTER_SIMPLE(
5 /* MON_##id */ SHAMBLER,
6 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
7 /* mins,maxs */ '-41 -41 -31', '41 41 65',
8 /* model */ "shambler.mdl",
9 /* netname */ "shambler",
10 /* fullname */ _("Shambler")
13 this.monster_func = m_shambler;
18 float autocvar_g_monster_shambler_health;
19 float autocvar_g_monster_shambler_attack_smash_damage;
20 float autocvar_g_monster_shambler_attack_claw_damage;
21 float autocvar_g_monster_shambler_attack_lightning_damage;
22 float autocvar_g_monster_shambler_attack_lightning_force;
23 float autocvar_g_monster_shambler_attack_lightning_radius;
24 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
25 float autocvar_g_monster_shambler_attack_lightning_speed;
26 float autocvar_g_monster_shambler_attack_lightning_speed_up;
27 float autocvar_g_monster_shambler_speed_stop;
28 float autocvar_g_monster_shambler_speed_run;
29 float autocvar_g_monster_shambler_speed_walk;
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 Send_Effect("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, (autocvar_g_monster_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, (autocvar_g_monster_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 Send_Effect("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';
78 if(self.movetype == MOVETYPE_NONE)
79 self.velocity = self.oldvelocity;
81 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);
83 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
85 te_csqc_lightningarc(self.origin, head.origin);
86 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
89 self.think = SUB_Remove;
90 self.nextthink = time + 0.2;
93 void shambler_lightning_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
98 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
99 return; // g_projectiles_damage says to halt
101 self.health = self.health - damage;
103 if (self.health <= 0)
104 W_PrepareExplosionByDamage(attacker, self.use);
107 void shambler_lightning_touch()
114 void shambler_lightning_think()
116 self.nextthink = time;
120 shambler_lightning_explode();
125 void shambler_lightning()
129 monster_makevectors(self.enemy);
132 gren.owner = gren.realowner = self;
133 gren.classname = "grenade";
134 gren.bot_dodge = true;
135 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
136 gren.movetype = MOVETYPE_BOUNCE;
137 PROJECTILE_MAKETRIGGER(gren);
138 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
139 setorigin(gren, CENTER_OR_VIEWOFS(self));
140 setsize(gren, '-8 -8 -8', '8 8 8');
144 gren.nextthink = time;
145 gren.think = shambler_lightning_think;
146 gren.use = shambler_lightning_explode;
147 gren.touch = shambler_lightning_touch;
149 gren.takedamage = DAMAGE_YES;
151 gren.damageforcescale = 0;
152 gren.event_damage = shambler_lightning_damage;
153 gren.damagedbycontents = true;
154 gren.missile_flags = MIF_SPLASH | MIF_ARC;
155 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);
157 gren.angles = vectoangles (gren.velocity);
158 gren.flags = FL_PROJECTILE;
160 CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
163 float shambler_attack(float attack_type)
167 case MONSTER_ATTACK_MELEE:
172 case MONSTER_ATTACK_RANGED:
174 if(time >= self.shambler_lastattack) // shambler doesn't attack much
175 if(self.flags & FL_ONGROUND)
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 if(!monster_initialize(MON_SHAMBLER.monsterid)) { remove(self); return; }
207 float m_shambler(float req)
213 monster_move((autocvar_g_monster_shambler_speed_run), (autocvar_g_monster_shambler_speed_walk), (autocvar_g_monster_shambler_speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
218 self.frame = shambler_anim_death;
223 if(!self.health) self.health = (autocvar_g_monster_shambler_health);
224 if(!self.attack_range) self.attack_range = 150;
226 self.monster_loot = spawnfunc_item_health_mega;
227 self.monster_attackfunc = shambler_attack;
228 self.frame = shambler_anim_stand;
229 self.weapon = WEP_VORTEX.m_id;
235 precache_model("models/monsters/shambler.mdl");
245 float m_shambler(float req)