/* fullname */ _("Shambler")
);
-#define SHAMBLER_SETTINGS(monster) \
- MON_ADD_CVAR(monster, health) \
- MON_ADD_CVAR(monster, attack_smash_damage) \
- MON_ADD_CVAR(monster, attack_claw_damage) \
- MON_ADD_CVAR(monster, attack_lightning_damage) \
- MON_ADD_CVAR(monster, speed_stop) \
- MON_ADD_CVAR(monster, speed_run) \
- MON_ADD_CVAR(monster, speed_walk)
-
-#ifdef SVQC
-SHAMBLER_SETTINGS(shambler)
-#endif // SVQC
#else
#ifdef SVQC
-const float shambler_anim_stand = 0;
-const float shambler_anim_walk = 1;
-const float shambler_anim_run = 2;
-const float shambler_anim_smash = 3;
-const float shambler_anim_swingr = 4;
-const float shambler_anim_swingl = 5;
-const float shambler_anim_magic = 6;
-const float shambler_anim_pain = 7;
-const float shambler_anim_death = 8;
+float autocvar_g_monster_shambler_health;
+float autocvar_g_monster_shambler_attack_smash_damage;
+float autocvar_g_monster_shambler_attack_claw_damage;
+float autocvar_g_monster_shambler_attack_lightning_damage;
+float autocvar_g_monster_shambler_attack_lightning_force;
+float autocvar_g_monster_shambler_attack_lightning_radius;
+float autocvar_g_monster_shambler_attack_lightning_radius_zap;
+float autocvar_g_monster_shambler_attack_lightning_speed;
+float autocvar_g_monster_shambler_attack_lightning_speed_up;
+float autocvar_g_monster_shambler_speed_stop;
+float autocvar_g_monster_shambler_speed_run;
+float autocvar_g_monster_shambler_speed_walk;
+
+const float shambler_anim_stand = 0;
+const float shambler_anim_walk = 1;
+const float shambler_anim_run = 2;
+const float shambler_anim_smash = 3;
+const float shambler_anim_swingr = 4;
+const float shambler_anim_swingl = 5;
+const float shambler_anim_magic = 6;
+const float shambler_anim_pain = 7;
+const float shambler_anim_death = 8;
+
+.float shambler_lastattack; // delay attacks separately
void shambler_smash()
{
- monster_melee(self.enemy, MON_CVAR(shambler, attack_smash_damage), shambler_anim_smash, self.attack_range, 0.4, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
-}
+ makevectors(self.angles);
+ pointparticles(particleeffectnum("explosion_medium"), (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
+ sound(self, CH_SHOTS, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
-void shambler_delayedsmash()
-{
- monsters_setframe(shambler_anim_smash);
- defer(0.7, shambler_smash);
- self.attack_finished_single = time + 1.1;
+ tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * 500, MOVE_NORMAL, self);
+
+ if(trace_ent.takedamage)
+ 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));
}
void shambler_swing()
{
float r = (random() < 0.5);
- monster_melee(self.enemy, MON_CVAR(shambler, attack_claw_damage), ((r) ? shambler_anim_swingr : shambler_anim_swingl), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
+ 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);
if(r)
+ {
defer(0.5, shambler_swing);
+ self.attack_finished_single += 0.5;
+ }
+}
+
+void shambler_lightning_explode()
+{
+ entity head;
+
+ sound(self, CH_SHOTS, "weapons/electro_impact.wav", VOL_BASE, ATTEN_NORM);
+ pointparticles(particleeffectnum("electro_impact"), '0 0 0', '0 0 0', 1);
+
+ self.event_damage = func_null;
+ self.takedamage = DAMAGE_NO;
+ self.movetype = MOVETYPE_NONE;
+ self.velocity = '0 0 0';
+
+ if(self.movetype == MOVETYPE_NONE)
+ self.velocity = self.oldvelocity;
+
+ 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);
+
+ for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
+ {
+ te_csqc_lightningarc(self.origin, head.origin);
+ Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage) * Monster_SkillModifier(), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
+ }
+
+ self.think = SUB_Remove;
+ self.nextthink = time + 0.2;
}
-void CastLightning()
+void shambler_lightning_damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
{
- local vector org, dir;
- //vector v = '0 0 0';
+ if (self.health <= 0)
+ return;
+
+ if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
+ return; // g_projectiles_damage says to halt
+
+ self.health = self.health - damage;
- self.effects |= EF_MUZZLEFLASH;
+ if (self.health <= 0)
+ W_PrepareExplosionByDamage(attacker, self.use);
+}
- org = self.origin + '0 0 40';
+void shambler_lightning_touch()
+{
+ PROJECTILE_TOUCH;
- dir = self.enemy.origin + '0 0 16' - org;
- dir = normalize (dir);
+ self.use ();
+}
- traceline (org, self.origin + dir * 1000, TRUE, self);
-
- FireRailgunBullet (org, org + dir * 1000, MON_CVAR(shambler, attack_lightning_damage) * monster_skill, 0, 0, 0, 0, 0, DEATH_MONSTER_SHAMBLER_ZAP);
-
- // teamcolor / hit beam effect
- //v = WarpZone_UnTransformOrigin(WarpZone_trace_transform, trace_endpos);
- //WarpZone_TrailParticles(world, particleeffectnum("TE_TEI_G3"), org, v);
-
- te_csqc_lightningarc(org, trace_endpos);
+void shambler_lightning_think()
+{
+ self.nextthink = time;
+ if (time > self.cnt)
+ {
+ other = world;
+ shambler_lightning_explode();
+ return;
+ }
+}
+
+void shambler_lightning()
+{
+ entity gren;
+
+ monster_makevectors(self.enemy);
+
+ gren = spawn ();
+ gren.owner = gren.realowner = self;
+ gren.classname = "grenade";
+ gren.bot_dodge = true;
+ gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
+ gren.movetype = MOVETYPE_BOUNCE;
+ PROJECTILE_MAKETRIGGER(gren);
+ gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
+ setorigin(gren, CENTER_OR_VIEWOFS(self));
+ setsize(gren, '-8 -8 -8', '8 8 8');
+ gren.scale = 2.5;
+
+ gren.cnt = time + 5;
+ gren.nextthink = time;
+ gren.think = shambler_lightning_think;
+ gren.use = shambler_lightning_explode;
+ gren.touch = shambler_lightning_touch;
+
+ gren.takedamage = DAMAGE_YES;
+ gren.health = 50;
+ gren.damageforcescale = 0;
+ gren.event_damage = shambler_lightning_damage;
+ gren.damagedbycontents = true;
+ gren.missile_flags = MIF_SPLASH | MIF_ARC;
+ 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);
+
+ gren.angles = vectoangles (gren.velocity);
+ gren.flags = FL_PROJECTILE;
+
+ CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
}
float shambler_attack(float attack_type)
{
case MONSTER_ATTACK_MELEE:
{
- float chance = random();
-
- if(chance > 0.6)
- shambler_delayedsmash();
- else
- shambler_swing();
-
- return TRUE;
+ shambler_swing();
+ return true;
}
case MONSTER_ATTACK_RANGED:
{
- monsters_setframe(shambler_anim_magic);
- self.attack_finished_single = time + 1.1;
- defer(0.6, CastLightning);
-
- return TRUE;
+ if(time >= self.shambler_lastattack) // shambler doesn't attack much
+ if(self.flags & FL_ONGROUND)
+ if(random() <= 0.5 && vlen(self.enemy.origin - self.origin) <= 500)
+ {
+ self.frame = shambler_anim_smash;
+ defer(0.7, shambler_smash);
+ self.attack_finished_single = time + 1.1;
+ self.shambler_lastattack = time + 3;
+ return true;
+ }
+ else if(random() <= 0.1) // small chance, don't want this spammed
+ {
+ self.frame = shambler_anim_magic;
+ self.attack_finished_single = time + 1.1;
+ self.shambler_lastattack = time + 3;
+ defer(0.6, shambler_lightning);
+ return true;
+ }
+
+ return false;
}
}
-
- return FALSE;
+
+ return false;
}
void spawnfunc_monster_shambler()
{
self.classname = "monster_shambler";
-
- self.monster_spawnfunc = spawnfunc_monster_shambler;
-
- if(Monster_CheckAppearFlags(self))
- return;
-
- if not(monster_initialize(MON_SHAMBLER, FALSE)) { remove(self); return; }
+
+ if(!monster_initialize(MON_SHAMBLER)) { remove(self); return; }
}
float m_shambler(float req)
{
case MR_THINK:
{
- monster_move(MON_CVAR(shambler, speed_run), MON_CVAR(shambler, speed_walk), MON_CVAR(shambler, speed_stop), shambler_anim_run, shambler_anim_walk, shambler_anim_stand);
- return TRUE;
+ 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);
+ return true;
}
case MR_DEATH:
{
- monsters_setframe(shambler_anim_death);
- return TRUE;
+ self.frame = shambler_anim_death;
+ return true;
}
case MR_SETUP:
{
- if not(self.health) self.health = MON_CVAR(shambler, health);
- if not(self.attack_range) self.attack_range = 150;
-
+ if(!self.health) self.health = (autocvar_g_monster_shambler_health);
+ if(!self.attack_range) self.attack_range = 150;
+
self.monster_loot = spawnfunc_item_health_mega;
self.monster_attackfunc = shambler_attack;
- monsters_setframe(shambler_anim_stand);
- self.weapon = WEP_NEX;
-
- return TRUE;
- }
- case MR_INIT:
- {
- // nothing
- return TRUE;
+ self.frame = shambler_anim_stand;
+ self.weapon = WEP_VORTEX;
+
+ return true;
}
- case MR_CONFIG:
+ case MR_PRECACHE:
{
- MON_CONFIG_SETTINGS(SHAMBLER_SETTINGS(shambler))
- return TRUE;
+ precache_model("models/monsters/shambler.mdl");
+ return true;
}
}
-
- return TRUE;
+
+ return true;
}
#endif // SVQC
{
switch(req)
{
- case MR_DEATH:
+ case MR_PRECACHE:
{
- // nothing
- return TRUE;
- }
- case MR_INIT:
- {
- precache_model ("models/monsters/shambler.mdl");
- return TRUE;
+ return true;
}
}
-
- return TRUE;
+
+ return true;
}
#endif // CSQC