#include "shambler.qh"
-#ifdef IMPLEMENTATION
-
#ifdef SVQC
float autocvar_g_monster_shambler_health;
float autocvar_g_monster_shambler_damageforcescale = 0.1;
void M_Shambler_Attack_Lightning(entity this)
{
- entity gren;
-
monster_makevectors(this, this.enemy);
- gren = new(grenade);
+ entity gren = new(grenade);
gren.owner = gren.realowner = this;
gren.bot_dodge = true;
gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
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
}
#endif
#ifdef SVQC
-spawnfunc(item_health_mega);
.float animstate_endtime;
METHOD(Shambler, mr_setup, bool(Shambler this, entity actor))
{
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_mega;
+ actor.monster_loot = ITEM_HealthMega;
actor.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
setanim(actor, actor.anim_shoot, false, true, true);
return true;
}
#endif
-
-#endif