// size const vector SHAMBLER_MIN = '-32 -32 -24'; const vector SHAMBLER_MAX = '32 32 64'; // cvars float autocvar_g_monster_shambler; float autocvar_g_monster_shambler_health; float autocvar_g_monster_shambler_damage; float autocvar_g_monster_shambler_attack_lightning_damage; float autocvar_g_monster_shambler_attack_claw_damage; float autocvar_g_monster_shambler_speed_walk; float autocvar_g_monster_shambler_speed_run; // animations #define shambler_anim_stand 0 #define shambler_anim_walk 1 #define shambler_anim_run 2 #define shambler_anim_smash 3 #define shambler_anim_swingr 4 #define shambler_anim_swingl 5 #define shambler_anim_magic 6 #define shambler_anim_pain 7 #define shambler_anim_death 8 void shambler_think () { self.think = shambler_think; self.nextthink = time + 0.1; monster_move(autocvar_g_monster_shambler_speed_run, autocvar_g_monster_shambler_speed_walk, 300, shambler_anim_run, shambler_anim_walk, shambler_anim_stand); } void shambler_smash () { float bigdmg = autocvar_g_monster_shambler_damage * self.scale; self.think = shambler_think; self.attack_finished_single = time + 0.4; self.nextthink = self.attack_finished_single; if (!self.enemy) return; if (enemy_range() > 100 * self.scale) return; Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_SHAMBLER_MELEE, self.enemy.origin, normalize(self.enemy.origin - self.origin)); } void shambler_delayedsmash () { self.frame = shambler_anim_smash; self.think = shambler_smash; self.nextthink = time + 0.7; } void ShamClaw (float side) { float bigdmg = autocvar_g_monster_shambler_attack_claw_damage * self.scale; monster_melee(self.enemy, bigdmg * monster_skill, 100, DEATH_MONSTER_SHAMBLER_CLAW); } void() shambler_swing_right; void shambler_swing_left () { self.frame = shambler_anim_swingl; ShamClaw(250); self.attack_finished_single = time + 0.8; self.nextthink = self.attack_finished_single; self.think = shambler_think; if(random() < 0.5) self.think = shambler_swing_right; } void shambler_swing_right () { self.frame = shambler_anim_swingr; ShamClaw(-250); self.attack_finished_single = time + 0.8; self.nextthink = self.attack_finished_single; self.think = shambler_think; if(random() < 0.5) self.think = shambler_swing_left; } void sham_melee () { local float chance = random(); if (chance > 0.6) shambler_delayedsmash(); else if (chance > 0.3) shambler_swing_right (); else shambler_swing_left (); } void CastLightning () { self.nextthink = time + 0.4; self.think = shambler_think; local vector org = '0 0 0', dir = '0 0 0'; vector v = '0 0 0'; self.effects |= EF_MUZZLEFLASH; org = self.origin + '0 0 40' * self.scale; dir = self.enemy.origin + '0 0 16' - org; dir = normalize (dir); traceline (org, self.origin + dir * 1000, TRUE, self); FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_shambler_attack_lightning_damage * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_LIGHTNING); // teamcolor / hit beam effect v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos); WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v); } void shambler_magic () { self.frame = shambler_anim_magic; self.attack_finished_single = time + 1.1; self.nextthink = time + 0.6; self.think = CastLightning; } float sham_lightning () { shambler_magic(); return TRUE; } void shambler_die () { Monster_CheckDropCvars ("shambler"); W_ThrowNewWeapon(self, WEP_NEX, 0, self.origin, self.velocity); self.think = Monster_Fade; self.solid = SOLID_NOT; self.takedamage = DAMAGE_NO; self.event_damage = func_null; self.enemy = world; self.nextthink = time + 2.1; self.frame = shambler_anim_death; self.movetype = MOVETYPE_TOSS; monster_hook_death(); // for post-death mods } void shambler_spawn () { if not(self.health) self.health = autocvar_g_monster_shambler_health * self.scale; self.damageforcescale = 0.003; self.classname = "monster_shambler"; self.attack_melee = sham_melee; self.checkattack = GenericCheckAttack; self.attack_ranged = sham_lightning; self.nextthink = time + random() * 0.5 + 0.1; self.frame = shambler_anim_stand; self.think = shambler_think; self.sprite_height = 70 * self.scale; monster_hook_spawn(); // for post-spawn mods } void spawnfunc_monster_shambler () { if not(autocvar_g_monster_shambler) { remove(self); return; } self.monster_spawnfunc = spawnfunc_monster_shambler; if(self.spawnflags & MONSTERFLAG_APPEAR) { self.think = func_null; self.nextthink = -1; self.use = Monster_Appear; return; } self.scale = 1.3; if not (monster_initialize( "Shambler", "models/monsters/shambler.mdl", SHAMBLER_MIN, SHAMBLER_MAX, FALSE, shambler_die, shambler_spawn)) { remove(self); return; } precache_model ("progs/beam.mdl"); precache_model ("models/weapons/g_nex.md3"); precache_sound ("weapons/lgbeam_fire.wav"); }