/*
==============================================================================
SHAMBLER
==============================================================================
*/
$cd /raid/quake/id1/models/shams
$origin 0 0 24
$base base
$skin base
$frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
$frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
$frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
$frame walk8 walk9 walk10 walk11 walk12
$frame run1 run2 run3 run4 run5 run6
$frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
$frame smash8 smash9 smash10 smash11 smash12
$frame swingr1 swingr2 swingr3 swingr4 swingr5
$frame swingr6 swingr7 swingr8 swingr9
$frame swingl1 swingl2 swingl3 swingl4 swingl5
$frame swingl6 swingl7 swingl8 swingl9
$frame magic1 magic2 magic3 magic4 magic5
$frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
$frame pain1 pain2 pain3 pain4 pain5 pain6
$frame death1 death2 death3 death4 death5 death6
$frame death7 death8 death9 death10 death11
void() sham_stand1=[ $stand1, sham_stand2 ] {ai_stand();};
void() sham_stand2=[ $stand2, sham_stand3 ] {ai_stand();};
void() sham_stand3=[ $stand3, sham_stand4 ] {ai_stand();};
void() sham_stand4=[ $stand4, sham_stand5 ] {ai_stand();};
void() sham_stand5=[ $stand5, sham_stand6 ] {ai_stand();};
void() sham_stand6=[ $stand6, sham_stand7 ] {ai_stand();};
void() sham_stand7=[ $stand7, sham_stand8 ] {ai_stand();};
void() sham_stand8=[ $stand8, sham_stand9 ] {ai_stand();};
void() sham_stand9=[ $stand9, sham_stand10] {ai_stand();};
void() sham_stand10=[ $stand10, sham_stand11] {ai_stand();};
void() sham_stand11=[ $stand11, sham_stand12] {ai_stand();};
void() sham_stand12=[ $stand12, sham_stand13] {ai_stand();};
void() sham_stand13=[ $stand13, sham_stand14] {ai_stand();};
void() sham_stand14=[ $stand14, sham_stand15] {ai_stand();};
void() sham_stand15=[ $stand15, sham_stand16] {ai_stand();};
void() sham_stand16=[ $stand16, sham_stand17] {ai_stand();};
void() sham_stand17=[ $stand17, sham_stand1 ] {ai_stand();};
void() sham_walk1=[ $walk1, sham_walk2 ] {ai_walk(10);};
void() sham_walk2=[ $walk2, sham_walk3 ] {ai_walk(9);};
void() sham_walk3=[ $walk3, sham_walk4 ] {ai_walk(9);};
void() sham_walk4=[ $walk4, sham_walk5 ] {ai_walk(5);};
void() sham_walk5=[ $walk5, sham_walk6 ] {ai_walk(6);};
void() sham_walk6=[ $walk6, sham_walk7 ] {ai_walk(12);};
void() sham_walk7=[ $walk7, sham_walk8 ] {ai_walk(8);};
void() sham_walk8=[ $walk8, sham_walk9 ] {ai_walk(3);};
void() sham_walk9=[ $walk9, sham_walk10] {ai_walk(13);};
void() sham_walk10=[ $walk10, sham_walk11] {ai_walk(9);};
void() sham_walk11=[ $walk11, sham_walk12] {ai_walk(7);};
void() sham_walk12=[ $walk12, sham_walk1 ] {ai_walk(7);
if (random() > 0.8)
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
void() sham_run1=[ $run1, sham_run2 ] {ai_run(20);};
void() sham_run2=[ $run2, sham_run3 ] {ai_run(24);};
void() sham_run3=[ $run3, sham_run4 ] {ai_run(20);};
void() sham_run4=[ $run4, sham_run5 ] {ai_run(20);};
void() sham_run5=[ $run5, sham_run6 ] {ai_run(24);};
void() sham_run6=[ $run6, sham_run1 ] {ai_run(20);
if (random() > 0.8)
sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
};
void() sham_smash1=[ $smash1, sham_smash2 ] {
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(2);};
void() sham_smash2=[ $smash2, sham_smash3 ] {ai_charge(6);};
void() sham_smash3=[ $smash3, sham_smash4 ] {ai_charge(6);};
void() sham_smash4=[ $smash4, sham_smash5 ] {ai_charge(5);};
void() sham_smash5=[ $smash5, sham_smash6 ] {ai_charge(4);};
void() sham_smash6=[ $smash6, sham_smash7 ] {ai_charge(1);};
void() sham_smash7=[ $smash7, sham_smash8 ] {ai_charge(0);};
void() sham_smash8=[ $smash8, sham_smash9 ] {ai_charge(0);};
void() sham_smash9=[ $smash9, sham_smash10 ] {ai_charge(0);};
void() sham_smash10=[ $smash10, sham_smash11 ] {
local vector delta;
local float ldmg;
if (!self.enemy)
return;
ai_charge(0);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
if (!CanDamage (self.enemy, self))
return;
ldmg = (random() + random() + random()) * 40;
T_Damage (self.enemy, self, self, ldmg);
sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
};
void() sham_smash11=[ $smash11, sham_smash12 ] {ai_charge(5);};
void() sham_smash12=[ $smash12, sham_run1 ] {ai_charge(4);};
void() sham_swingr1;
void(float side) ShamClaw=
{
local vector delta;
local float ldmg;
if (!self.enemy)
return;
ai_charge(10);
delta = self.enemy.origin - self.origin;
if (vlen(delta) > 100)
return;
ldmg = (random() + random() + random()) * 20;
T_Damage (self.enemy, self, self, ldmg);
sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
if (side)
{
makevectors (self.angles);
SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
}
};
void() sham_swingl1=[ $swingl1, sham_swingl2 ] {
sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
ai_charge(5);};
void() sham_swingl2=[ $swingl2, sham_swingl3 ] {ai_charge(3);};
void() sham_swingl3=[ $swingl3, sham_swingl4 ] {ai_charge(7);};
void() sham_swingl4=[ $swingl4, sham_swingl5 ] {ai_charge(3);};
void() sham_swingl5=[ $swingl5, sham_swingl6 ] {ai_charge(7);};
void() sham_swingl6=[ $swingl6, sham_swingl7 ] {ai_charge(9);};
void() sham_swingl7=[ $swingl7, sham_swingl8 ] {ai_charge(5); ShamClaw(250);};
void() sham_swingl8=[ $swingl8, sham_swingl9 ] {ai_charge(4);};
void() sham_swingl9=[ $swingl9, sham_run1 ] {
ai_charge(8);
if (random()<0.5)
self.think = sham_swingr1;
};
void() sham_swingr1=[ $swingr1, sham_swingr2 ] {
sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
ai_charge(1);};
void() sham_swingr2=[ $swingr2, sham_swingr3 ] {ai_charge(8);};
void() sham_swingr3=[ $swingr3, sham_swingr4 ] {ai_charge(14);};
void() sham_swingr4=[ $swingr4, sham_swingr5 ] {ai_charge(7);};
void() sham_swingr5=[ $swingr5, sham_swingr6 ] {ai_charge(3);};
void() sham_swingr6=[ $swingr6, sham_swingr7 ] {ai_charge(6);};
void() sham_swingr7=[ $swingr7, sham_swingr8 ] {ai_charge(6); ShamClaw(-250);};
void() sham_swingr8=[ $swingr8, sham_swingr9 ] {ai_charge(3);};
void() sham_swingr9=[ $swingr9, sham_run1 ] {ai_charge(1);
ai_charge(10);
if (random()<0.5)
self.think = sham_swingl1;
};
void() sham_melee=
{
local float chance;
chance = random();
if (chance > 0.6 || self.health == 600)
sham_smash1 ();
else if (chance > 0.3)
sham_swingr1 ();
else
sham_swingl1 ();
};
//============================================================================
void() CastLightning=
{
local vector org, dir;
self.effects = self.effects | EF_MUZZLEFLASH;
ai_face ();
org = self.origin + '0 0 40';
dir = self.enemy.origin + '0 0 16' - org;
dir = normalize (dir);
traceline (org, self.origin + dir*600, TRUE, self);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_LIGHTNING1);
WriteEntity (MSG_BROADCAST, self);
WriteCoord (MSG_BROADCAST, org_x);
WriteCoord (MSG_BROADCAST, org_y);
WriteCoord (MSG_BROADCAST, org_z);
WriteCoord (MSG_BROADCAST, trace_endpos_x);
WriteCoord (MSG_BROADCAST, trace_endpos_y);
WriteCoord (MSG_BROADCAST, trace_endpos_z);
LightningDamage (org, trace_endpos, self, 10);
};
void() sham_magic1=[ $magic1, sham_magic2 ] {ai_face();
sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
};
void() sham_magic2=[ $magic2, sham_magic3 ] {ai_face();};
void() sham_magic3=[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + 0.2;
local entity o;
self.effects = self.effects | EF_MUZZLEFLASH;
ai_face();
self.owner = spawn();
o = self.owner;
setmodel (o, "progs/s_light.mdl");
setorigin (o, self.origin);
o.angles = self.angles;
o.nextthink = time + 0.7;
o.think = SUB_Remove;
};
void() sham_magic4=[ $magic4, sham_magic5 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 1;
};
void() sham_magic5=[ $magic5, sham_magic6 ]
{
self.effects = self.effects | EF_MUZZLEFLASH;
self.owner.frame = 2;
};
void() sham_magic6=[ $magic6, sham_magic9 ]
{
remove (self.owner);
CastLightning();
sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
};
void() sham_magic9=[ $magic9, sham_magic10 ]
{CastLightning();};
void() sham_magic10=[ $magic10, sham_magic11 ]
{CastLightning();};
void() sham_magic11=[ $magic11, sham_magic12 ]
{
if (skill == 3)
CastLightning();
};
void() sham_magic12=[ $magic12, sham_run1 ] {};
void() sham_pain1=[ $pain1, sham_pain2 ] {};
void() sham_pain2=[ $pain2, sham_pain3 ] {};
void() sham_pain3=[ $pain3, sham_pain4 ] {};
void() sham_pain4=[ $pain4, sham_pain5 ] {};
void() sham_pain5=[ $pain5, sham_pain6 ] {};
void() sham_pain6=[ $pain6, sham_run1 ] {};
void(entity attacker, float damage) sham_pain=
{
sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
if (self.health <= 0)
return; // allready dying, don't go into pain frame
if (random()*400 > damage)
return; // didn't flinch
if (self.pain_finished > time)
return;
self.pain_finished = time + 2;
sham_pain1 ();
};
//============================================================================
void() sham_death1=[ $death1, sham_death2 ] {};
void() sham_death2=[ $death2, sham_death3 ] {};
void() sham_death3=[ $death3, sham_death4 ] {self.solid = SOLID_NOT;};
void() sham_death4=[ $death4, sham_death5 ] {};
void() sham_death5=[ $death5, sham_death6 ] {};
void() sham_death6=[ $death6, sham_death7 ] {};
void() sham_death7=[ $death7, sham_death8 ] {};
void() sham_death8=[ $death8, sham_death9 ] {};
void() sham_death9=[ $death9, sham_death10 ] {};
void() sham_death10=[ $death10, sham_death11 ] {};
void() sham_death11=[ $death11, sham_death11 ] {};
void() sham_die=
{
// check for gib
if (self.health < -60)
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowHead ("progs/h_shams.mdl", self.health);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
return;
}
// regular death
sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM);
sham_death1 ();
};
//============================================================================
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
*/
void() monster_shambler=
{
if (deathmatch)
{
remove(self);
return;
}
precache_model ("progs/shambler.mdl");
precache_model ("progs/s_light.mdl");
precache_model ("progs/h_shams.mdl");
precache_model ("progs/bolt.mdl");
precache_sound ("shambler/sattck1.wav");
precache_sound ("shambler/sboom.wav");
precache_sound ("shambler/sdeath.wav");
precache_sound ("shambler/shurt2.wav");
precache_sound ("shambler/sidle.wav");
precache_sound ("shambler/ssight.wav");
precache_sound ("shambler/melee1.wav");
precache_sound ("shambler/melee2.wav");
precache_sound ("shambler/smack.wav");
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
setmodel (self, "progs/shambler.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.health = 600;
self.th_stand = sham_stand1;
self.th_walk = sham_walk1;
self.th_run = sham_run1;
self.th_die = sham_die;
self.th_melee = sham_melee;
self.th_missile = sham_magic1;
self.th_pain = sham_pain;
walkmonster_start();
};