// size
-const vector SHAMBLER_MIN = '-32 -32 -24';
-const vector SHAMBLER_MAX = '32 32 64';
+const vector SHAMBLER_MIN = '-41 -41 -31';
+const vector SHAMBLER_MAX = '41 41 65';
+// model
+string SHAMBLER_MODEL = "models/monsters/shambler.mdl";
+
+#ifdef SVQC
// cvars
float autocvar_g_monster_shambler;
float autocvar_g_monster_shambler_health;
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
+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;
void shambler_think ()
{
self.think = shambler_think;
- self.nextthink = time + 0.1;
+ self.nextthink = time + self.ticrate;
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;
+ self.monster_delayedattack = func_null;
+ self.delay = -1;
- Damage(self.enemy, self, self, bigdmg * monster_skill, DEATH_MONSTER_SHAMBLER_MELEE, self.enemy.origin, normalize(self.enemy.origin - self.origin));
+ monster_melee(self.enemy, autocvar_g_monster_shambler_damage, 0.3, DEATH_MONSTER_SHAMBLER_SMASH, TRUE);
}
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);
+ monsters_setframe(shambler_anim_smash);
+ self.monster_delayedattack = shambler_smash;
+ self.delay = time + 0.7;
+ self.attack_finished_single = time + 1.1;
}
void() shambler_swing_right;
void shambler_swing_left ()
{
- self.frame = shambler_anim_swingl;
- ShamClaw(250);
+ monsters_setframe(shambler_anim_swingl);
+ monster_melee(self.enemy, autocvar_g_monster_shambler_attack_claw_damage, 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
self.attack_finished_single = time + 0.8;
- self.nextthink = self.attack_finished_single;
- self.think = shambler_think;
+ self.delay = -1;
+ self.monster_delayedattack = func_null;
if(random() < 0.5)
- self.think = shambler_swing_right;
+ {
+ self.monster_delayedattack = shambler_swing_right;
+ self.delay = time + 0.5;
+ }
}
void shambler_swing_right ()
{
- self.frame = shambler_anim_swingr;
- ShamClaw(-250);
+ monsters_setframe(shambler_anim_swingr);
+ monster_melee(self.enemy, autocvar_g_monster_shambler_attack_claw_damage, 0.3, DEATH_MONSTER_SHAMBLER_CLAW, TRUE);
self.attack_finished_single = time + 0.8;
- self.nextthink = self.attack_finished_single;
- self.think = shambler_think;
+ self.monster_delayedattack = func_null;
+ self.delay = -1;
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 ();
+ {
+ self.monster_delayedattack = shambler_swing_left;
+ self.delay = time + 0.5;
+ }
}
void CastLightning ()
{
- self.nextthink = time + 0.4;
- self.think = shambler_think;
-
+ self.monster_delayedattack = func_null;
+ self.delay = -1;
+
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;
+ org = self.origin + '0 0 40';
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);
+ FireRailgunBullet (org, org + dir * 1000, autocvar_g_monster_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);
}
-void shambler_magic ()
+float shambler_attack(float attack_type)
{
- self.frame = shambler_anim_magic;
- self.attack_finished_single = time + 1.1;
- self.nextthink = time + 0.6;
- self.think = CastLightning;
-}
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ float chance = random();
+
+ if(chance > 0.6)
+ shambler_delayedsmash();
+ else if(chance > 0.3)
+ shambler_swing_right();
+ else
+ shambler_swing_left();
+
+ return TRUE;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ monsters_setframe(shambler_anim_magic);
+ self.attack_finished_single = time + 1.1;
+ self.monster_delayedattack = CastLightning;
+ self.delay = time + 0.6;
+
+ return TRUE;
+ }
+ }
-float sham_lightning ()
-{
- shambler_magic();
- return TRUE;
+ return FALSE;
}
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.pain_finished = self.nextthink;
- self.movetype = MOVETYPE_TOSS;
+ self.think = monster_dead_think;
+ self.nextthink = time + self.ticrate;
+ self.ltime = time + 5;
+ monsters_setframe(shambler_anim_death);
monster_hook_death(); // for post-death mods
}
void shambler_spawn ()
{
if not(self.health)
- self.health = autocvar_g_monster_shambler_health * self.scale;
+ self.health = autocvar_g_monster_shambler_health;
self.damageforcescale = 0.003;
self.classname = "monster_shambler";
- self.attack_melee = sham_melee;
- self.checkattack = GenericCheckAttack;
- self.attack_ranged = sham_lightning;
+ self.monster_attackfunc = shambler_attack;
self.nextthink = time + random() * 0.5 + 0.1;
- self.frame = shambler_anim_stand;
self.think = shambler_think;
- self.sprite_height = 70 * self.scale;
+ self.weapon = WEP_NEX;
+
+ monsters_setframe(shambler_anim_stand);
+
+ monster_setupsounds("shambler");
monster_hook_spawn(); // for post-spawn mods
}
self.monster_spawnfunc = spawnfunc_monster_shambler;
- if(self.spawnflags & MONSTERFLAG_APPEAR)
- {
- self.think = func_null;
- self.nextthink = -1;
- self.use = Monster_Appear;
+ if(Monster_CheckAppearFlags(self))
return;
- }
self.scale = 1.3;
if not (monster_initialize(
- "Shambler",
- "models/monsters/shambler.mdl",
+ "Shambler", MONSTER_SHAMBLER,
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");
}
+
+#endif // SVQC