4 REGISTER_MONSTER_SIMPLE(
5 /* MON_##id */ SHAMBLER,
6 /* spawnflags */ MONSTER_SIZE_BROKEN | MON_FLAG_SUPERMONSTER | MON_FLAG_MELEE | MON_FLAG_RANGED,
7 /* mins,maxs */ '-41 -41 -31', '41 41 65',
8 /* model */ "shambler.mdl",
9 /* netname */ "shambler",
10 /* fullname */ _("Shambler")
13 this.monster_func = M_Shambler;
14 this.monster_func(MR_PRECACHE);
19 float autocvar_g_monster_shambler_health;
20 float autocvar_g_monster_shambler_damageforcescale = 0.1;
21 float autocvar_g_monster_shambler_attack_smash_damage;
22 float autocvar_g_monster_shambler_attack_smash_range;
23 float autocvar_g_monster_shambler_attack_claw_damage;
24 float autocvar_g_monster_shambler_attack_lightning_damage;
25 float autocvar_g_monster_shambler_attack_lightning_damage_zap = 15;
26 float autocvar_g_monster_shambler_attack_lightning_force;
27 float autocvar_g_monster_shambler_attack_lightning_radius;
28 float autocvar_g_monster_shambler_attack_lightning_radius_zap;
29 float autocvar_g_monster_shambler_attack_lightning_speed;
30 float autocvar_g_monster_shambler_attack_lightning_speed_up;
31 float autocvar_g_monster_shambler_speed_stop;
32 float autocvar_g_monster_shambler_speed_run;
33 float autocvar_g_monster_shambler_speed_walk;
36 const float shambler_anim_stand = 0;
37 const float shambler_anim_walk = 1;
38 const float shambler_anim_run = 2;
39 const float shambler_anim_smash = 3;
40 const float shambler_anim_swingr = 4;
41 const float shambler_anim_swingl = 5;
42 const float shambler_anim_magic = 6;
43 const float shambler_anim_pain = 7;
44 const float shambler_anim_death = 8;
47 .float shambler_lastattack; // delay attacks separately
49 void M_Shambler_Attack_Smash()
51 makevectors(self.angles);
52 Send_Effect("explosion_medium", (self.origin + (v_forward * 150)) - ('0 0 1' * self.maxs.z), '0 0 0', 1);
53 sound(self, CH_SHOTS, W_Sound("rocket_impact"), VOL_BASE, ATTEN_NORM);
55 // RadiusDamage does NOT support custom starting location, which means we must use this hack...
57 tracebox(self.origin + v_forward * 50, self.mins * 0.5, self.maxs * 0.5, self.origin + v_forward * autocvar_g_monster_shambler_attack_smash_range, MOVE_NORMAL, self);
59 if(trace_ent.takedamage)
60 Damage(trace_ent, self, self, (autocvar_g_monster_shambler_attack_smash_damage) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_SMASH, trace_ent.origin, normalize(trace_ent.origin - self.origin));
63 void M_Shambler_Attack_Swing()
65 float r = (random() < 0.5);
66 if(r && Monster_Attack_Melee(self.enemy, (autocvar_g_monster_shambler_attack_claw_damage), ((r) ? self.anim_melee2 : self.anim_melee3), self.attack_range, 0.8, DEATH_MONSTER_SHAMBLER_CLAW, true))
68 Monster_Delay(1, 0, 0.5, M_Shambler_Attack_Swing);
69 self.attack_finished_single += 0.5;
70 self.anim_finished = self.attack_finished_single;
74 void M_Shambler_Attack_Lightning_Explode()
78 sound(self, CH_SHOTS, W_Sound("electro_impact"), VOL_BASE, ATTEN_NORM);
79 Send_Effect("electro_impact", '0 0 0', '0 0 0', 1);
81 self.event_damage = func_null;
82 self.takedamage = DAMAGE_NO;
83 self.movetype = MOVETYPE_NONE;
84 self.velocity = '0 0 0';
86 if(self.movetype == MOVETYPE_NONE)
87 self.velocity = self.oldvelocity;
89 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);
91 for(head = findradius(self.origin, (autocvar_g_monster_shambler_attack_lightning_radius_zap)); head; head = head.chain) if(head != self.realowner) if(head.takedamage)
93 te_csqc_lightningarc(self.origin, head.origin);
94 Damage(head, self, self.realowner, (autocvar_g_monster_shambler_attack_lightning_damage_zap) * MONSTER_SKILLMOD(self), DEATH_MONSTER_SHAMBLER_ZAP, head.origin, '0 0 0');
97 self.think = SUB_Remove;
98 self.nextthink = time + 0.2;
101 void M_Shambler_Attack_Lightning_Damage(entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
103 if (self.health <= 0)
106 if (!W_CheckProjectileDamage(inflictor.realowner, self.realowner, deathtype, -1)) // no exceptions
107 return; // g_projectiles_damage says to halt
109 self.health = self.health - damage;
111 if (self.health <= 0)
112 W_PrepareExplosionByDamage(attacker, self.use);
115 void M_Shambler_Attack_Lightning_Touch()
122 void M_Shambler_Attack_Lightning_Think()
124 self.nextthink = time;
128 M_Shambler_Attack_Lightning_Explode();
133 void M_Shambler_Attack_Lightning()
137 monster_makevectors(self.enemy);
140 gren.owner = gren.realowner = self;
141 gren.classname = "grenade";
142 gren.bot_dodge = true;
143 gren.bot_dodgerating = (autocvar_g_monster_shambler_attack_lightning_damage);
144 gren.movetype = MOVETYPE_BOUNCE;
145 PROJECTILE_MAKETRIGGER(gren);
146 gren.projectiledeathtype = DEATH_MONSTER_SHAMBLER_ZAP;
147 setorigin(gren, CENTER_OR_VIEWOFS(self));
148 setsize(gren, '-8 -8 -8', '8 8 8');
152 gren.nextthink = time;
153 gren.think = M_Shambler_Attack_Lightning_Think;
154 gren.use = M_Shambler_Attack_Lightning_Explode;
155 gren.touch = M_Shambler_Attack_Lightning_Touch;
157 gren.takedamage = DAMAGE_YES;
159 gren.damageforcescale = 0;
160 gren.event_damage = M_Shambler_Attack_Lightning_Damage;
161 gren.damagedbycontents = true;
162 gren.missile_flags = MIF_SPLASH | MIF_ARC;
163 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);
165 gren.angles = vectoangles (gren.velocity);
166 gren.flags = FL_PROJECTILE;
168 CSQCProjectile(gren, true, PROJECTILE_SHAMBLER_LIGHTNING, true);
171 float M_Shambler_Attack(float attack_type)
175 case MONSTER_ATTACK_MELEE:
177 M_Shambler_Attack_Swing();
180 case MONSTER_ATTACK_RANGED:
182 float randomness = random(), enemy_len = vlen(self.enemy.origin - self.origin);
184 if(time >= self.shambler_lastattack) // shambler doesn't attack much
185 if(self.flags & FL_ONGROUND)
186 if(randomness <= 0.5 && enemy_len <= autocvar_g_monster_shambler_attack_smash_range)
188 setanim(self, self.anim_melee2, true, true, false);
189 Monster_Delay(1, 0, 0.7, M_Shambler_Attack_Smash);
190 self.attack_finished_single = time + 1.1;
191 self.anim_finished = time + 1.1;
192 self.state = MONSTER_ATTACK_MELEE; // kinda a melee attack
193 self.shambler_lastattack = time + 3 + random() * 1.5;
196 else if(randomness <= 0.1 && enemy_len >= autocvar_g_monster_shambler_attack_smash_range * 1.5) // small chance, don't want this spammed
198 setanim(self, self.anim_shoot, true, true, false);
199 self.state = MONSTER_ATTACK_MELEE; // maybe we should rename this to something more general
200 self.attack_finished_single = time + 1.1;
201 self.anim_finished = 1.1;
202 self.shambler_lastattack = time + 3 + random() * 1.5;
203 Monster_Delay(1, 0, 0.6, M_Shambler_Attack_Lightning);
214 void spawnfunc_monster_shambler() { Monster_Spawn(MON_SHAMBLER.monsterid); }
217 bool M_Shambler(int req)
228 self.pain_finished = time + 0.5;
229 setanim(self, self.anim_pain1, true, true, false);
234 setanim(self, self.anim_die1, false, true, true);
241 vector none = '0 0 0';
242 self.anim_die1 = animfixfps(self, '8 1 0.5', none); // 2 seconds
243 self.anim_walk = animfixfps(self, '1 1 1', none);
244 self.anim_idle = animfixfps(self, '0 1 1', none);
245 self.anim_pain1 = animfixfps(self, '7 1 2', none); // 0.5 seconds
246 self.anim_melee1 = animfixfps(self, '3 1 5', none); // analyze models and set framerate
247 self.anim_melee2 = animfixfps(self, '4 1 5', none); // analyze models and set framerate
248 self.anim_melee3 = animfixfps(self, '5 1 5', none); // analyze models and set framerate
249 self.anim_shoot = animfixfps(self, '6 1 5', none); // analyze models and set framerate
250 self.anim_run = animfixfps(self, '2 1 1', none);
258 if(!self.health) self.health = (autocvar_g_monster_shambler_health);
259 if(!self.attack_range) self.attack_range = 150;
260 if(!self.speed) { self.speed = (autocvar_g_monster_shambler_speed_walk); }
261 if(!self.speed2) { self.speed2 = (autocvar_g_monster_shambler_speed_run); }
262 if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_shambler_speed_stop); }
263 if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_shambler_damageforcescale); }
265 self.monster_loot = spawnfunc_item_health_mega;
266 self.weapon = WEP_ELECTRO.m_id; // matches attacks better than WEP_VORTEX
268 setanim(self, self.anim_shoot, false, true, true);
269 self.spawn_time = self.animstate_endtime;
270 self.spawnshieldtime = self.spawn_time;
271 self.monster_attackfunc = M_Shambler_Attack;
277 precache_model("models/monsters/shambler.mdl");