-#ifndef SHAMBLER_H
-#define SHAMBLER_H
-
-#ifndef MENUQC
-MODEL(MON_SHAMBLER, M_Model("shambler.mdl"));
-#endif
-
-CLASS(Shambler, Monster)
- ATTRIB(Shambler, spawnflags, int, MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED);
- ATTRIB(Shambler, mins, vector, '-41 -41 -31');
- ATTRIB(Shambler, maxs, vector, '41 41 65');
-#ifndef MENUQC
- ATTRIB(Shambler, m_model, Model, MDL_MON_SHAMBLER);
-#endif
- ATTRIB(Shambler, netname, string, "shambler");
- ATTRIB(Shambler, monster_name, string, _("Shambler"));
-ENDCLASS(Shambler)
-
-REGISTER_MONSTER(SHAMBLER, NEW(Shambler)) {
-#ifndef MENUQC
- this.mr_precache(this);
-#endif
-}
-
-#endif
-
-#ifdef IMPLEMENTATION
+#include "shambler.qh"
#ifdef SVQC
float autocvar_g_monster_shambler_health;
#include <common/effects/qc/all.qh>
-void M_Shambler_Attack_Lightning_Explode()
-{SELFPARAM();
- entity head;
-
- sound(self, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
- Send_Effect(EFFECT_ELECTRO_IMPACT, self.origin, '0 0 0', 1);
+void M_Shambler_Attack_Lightning_Explode(entity this, entity directhitentity)
+{
+ sound(this, CH_SHOTS, SND_ELECTRO_IMPACT, VOL_BASE, ATTEN_NORM);
+ Send_Effect(EFFECT_ELECTRO_IMPACT, this.origin, '0 0 0', 1);
- self.event_damage = func_null;
- self.takedamage = DAMAGE_NO;
- self.movetype = MOVETYPE_NONE;
- self.velocity = '0 0 0';
+ this.event_damage = func_null;
+ this.takedamage = DAMAGE_NO;
+ set_movetype(this, MOVETYPE_NONE);
+ this.velocity = '0 0 0';
- if(self.movetype == MOVETYPE_NONE)
- self.velocity = self.oldvelocity;
+ if(this.move_movetype == MOVETYPE_NONE)
+ this.velocity = this.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);
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_damage), (autocvar_g_monster_shambler_attack_lightning_radius),
+ NULL, NULL, (autocvar_g_monster_shambler_attack_lightning_force), this.projectiledeathtype, directhitentity);
- for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_shambler_attack_lightning_radius_zap, it != this.realowner && it.takedamage,
{
- te_csqc_lightningarc(self.origin, head.origin);
- Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP.m_id, head.origin, '0 0 0');
- }
+ te_csqc_lightningarc(this.origin, it.origin);
+ Damage(it, this, this.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(this), DEATH_MONSTER_SHAMBLER_ZAP.m_id, it.origin, '0 0 0');
+ });
- self.think = SUB_Remove_self;
- self.nextthink = time + 0.2;
+ setthink(this, SUB_Remove);
+ this.nextthink = time + 0.2;
}
void M_Shambler_Attack_Lightning_Explode_use(entity this, entity actor, entity trigger)
{
- WITHSELF(this, M_Shambler_Attack_Lightning_Explode());
+ M_Shambler_Attack_Lightning_Explode(this, trigger);
}
void M_Shambler_Attack_Lightning_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
W_PrepareExplosionByDamage(this, attacker, adaptor_think2use);
}
-void M_Shambler_Attack_Lightning_Touch()
-{SELFPARAM();
- PROJECTILE_TOUCH;
+void M_Shambler_Attack_Lightning_Touch(entity this, entity toucher)
+{
+ PROJECTILE_TOUCH(this, toucher);
- self.use(this, NULL, NULL);
+ this.use(this, NULL, toucher);
}
-void M_Shambler_Attack_Lightning_Think()
-{SELFPARAM();
- self.nextthink = time;
- if (time > self.cnt)
+void M_Shambler_Attack_Lightning_Think(entity this)
+{
+ this.nextthink = time;
+ if (time > this.cnt)
{
- other = world;
- M_Shambler_Attack_Lightning_Explode();
+ M_Shambler_Attack_Lightning_Explode(this, NULL);
return;
}
}
gren.owner = gren.realowner = this;
gren.bot_dodge = true;
gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
- gren.movetype = MOVETYPE_BOUNCE;
+ set_movetype(gren, MOVETYPE_BOUNCE);
PROJECTILE_MAKETRIGGER(gren);
gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP.m_id;
setorigin(gren, CENTER_OR_VIEWOFS(this));
gren.cnt = time + 5;
gren.nextthink = time;
- gren.think = M_Shambler_Attack_Lightning_Think;
+ setthink(gren, M_Shambler_Attack_Lightning_Think);
gren.use = M_Shambler_Attack_Lightning_Explode_use;
- gren.touch = M_Shambler_Attack_Lightning_Touch;
+ settouch(gren, M_Shambler_Attack_Lightning_Touch);
gren.takedamage = DAMAGE_YES;
gren.health = 50;
gren.damageforcescale = 0;
gren.event_damage = M_Shambler_Attack_Lightning_Damage;
gren.damagedbycontents = true;
+ IL_PUSH(g_damagedbycontents, gren);
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;
+ IL_PUSH(g_projectiles, gren);
+ IL_PUSH(g_bot_dodge, gren);
CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
}
.int state;
-bool M_Shambler_Attack(int attack_type, entity actor, entity targ)
+bool M_Shambler_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
switch(attack_type)
{
return false;
}
-spawnfunc(monster_shambler) { Monster_Spawn(this, MON_SHAMBLER.monsterid); }
+spawnfunc(monster_shambler) { Monster_Spawn(this, true, MON_SHAMBLER.monsterid); }
#endif // SVQC
#ifdef SVQC
return true;
}
-METHOD(Shambler, mr_pain, bool(Shambler this, entity actor))
+METHOD(Shambler, mr_pain, float(Shambler this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Shambler, this);
actor.pain_finished = time + 0.5;
setanim(actor, actor.anim_pain1, true, true, false);
- return true;
+ return damage_take;
}
METHOD(Shambler, mr_death, bool(Shambler this, entity actor))
return true;
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
METHOD(Shambler, mr_anim, bool(Shambler this, entity actor))
{
TC(Shambler, this);
return true;
}
#endif
-
-#endif