2 const vector SHAMBLER_MIN = '-32 -32 -24';
3 const vector SHAMBLER_MAX = '32 32 64';
6 float autocvar_g_monster_shambler;
7 float autocvar_g_monster_shambler_health;
8 float autocvar_g_monster_shambler_damage;
9 float autocvar_g_monster_shambler_attack_lightning_damage;
10 float autocvar_g_monster_shambler_attack_claw_damage;
11 float autocvar_g_monster_shambler_speed_walk;
12 float autocvar_g_monster_shambler_speed_run;
15 #define shambler_anim_stand 0
16 #define shambler_anim_walk 1
17 #define shambler_anim_run 2
18 #define shambler_anim_smash 3
19 #define shambler_anim_swingr 4
20 #define shambler_anim_swingl 5
21 #define shambler_anim_magic 6
22 #define shambler_anim_pain 7
23 #define shambler_anim_death 8
25 void shambler_think ()
27 self.think = shambler_think;
28 self.nextthink = time + 0.1;
30 monster_move(autocvar_g_monster_shambler_speed_run, autocvar_g_monster_shambler_speed_walk, 300, shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
33 void shambler_smash ()
35 float bigdmg = autocvar_g_monster_shambler_damage * self.scale;
37 self.think = shambler_think;
38 self.attack_finished_single = time + 0.4;
39 self.nextthink = self.attack_finished_single;
44 if (enemy_range() > 100 * self.scale)
47 Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_SHAMBLER_MELEE, self.enemy.origin, normalize(self.enemy.origin - self.origin));
50 void shambler_delayedsmash ()
52 self.frame = shambler_anim_smash;
53 self.think = shambler_smash;
54 self.nextthink = time + 0.7;
57 void ShamClaw (float side)
59 float bigdmg = autocvar_g_monster_shambler_attack_claw_damage * self.scale;
61 monster_melee(self.enemy, bigdmg * monster_skill, 100, DEATH_MONSTER_SHAMBLER_CLAW);
64 void() shambler_swing_right;
65 void shambler_swing_left ()
67 self.frame = shambler_anim_swingl;
69 self.attack_finished_single = time + 0.8;
70 self.nextthink = self.attack_finished_single;
71 self.think = shambler_think;
73 self.think = shambler_swing_right;
76 void shambler_swing_right ()
78 self.frame = shambler_anim_swingr;
80 self.attack_finished_single = time + 0.8;
81 self.nextthink = self.attack_finished_single;
82 self.think = shambler_think;
84 self.think = shambler_swing_left;
89 local float chance = random();
92 shambler_delayedsmash();
93 else if (chance > 0.3)
94 shambler_swing_right ();
96 shambler_swing_left ();
101 self.nextthink = time + 0.4;
102 self.think = shambler_think;
104 local vector org = '0 0 0', dir = '0 0 0';
107 self.effects |= EF_MUZZLEFLASH;
109 org = self.origin + '0 0 40' * self.scale;
111 dir = self.enemy.origin + '0 0 16' - org;
112 dir = normalize (dir);
114 traceline (org, self.origin + dir * 1000, TRUE, self);
116 FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_LIGHTNING);
118 // teamcolor / hit beam effect
119 v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
120 WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
123 void shambler_magic ()
125 self.frame = shambler_anim_magic;
126 self.attack_finished_single = time + 1.1;
127 self.nextthink = time + 0.6;
128 self.think = CastLightning;
131 float sham_lightning ()
139 Monster_CheckDropCvars ("shambler");
141 W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity);
143 self.think = Monster_Fade;
144 self.solid = SOLID_NOT;
145 self.takedamage = DAMAGE_NO;
146 self.event_damage = func_null;
148 self.nextthink = time + 2.1;
149 self.frame = shambler_anim_death;
150 self.pain_finished = self.nextthink;
151 self.movetype = MOVETYPE_TOSS;
153 monster_hook_death(); // for post-death mods
156 void shambler_spawn ()
159 self.health = autocvar_g_monster_shambler_health * self.scale;
161 self.damageforcescale = 0.003;
162 self.classname = "monster_shambler";
163 self.attack_melee = sham_melee;
164 self.checkattack = GenericCheckAttack;
165 self.attack_ranged = sham_lightning;
166 self.nextthink = time + random() * 0.5 + 0.1;
167 self.frame = shambler_anim_stand;
168 self.think = shambler_think;
169 self.sprite_height = 70 * self.scale;
171 monster_hook_spawn(); // for post-spawn mods
174 void spawnfunc_monster_shambler ()
176 if not(autocvar_g_monster_shambler)
182 self.monster_spawnfunc = spawnfunc_monster_shambler;
184 if(self.spawnflags & MONSTERFLAG_APPEAR)
186 self.think = func_null;
188 self.use = Monster_Appear;
194 if not (monster_initialize(
196 "models/monsters/shambler.mdl",
197 SHAMBLER_MIN, SHAMBLER_MAX,
199 shambler_die, shambler_spawn))
205 precache_model ("progs/beam.mdl");
206 precache_model ("models/weapons/g_nex.md3");
208 precache_sound ("weapons/lgbeam_fire.wav");