4 REGISTER_MONSTER_SIMPLE(
6 /* spawnflags */ MONSTER_TYPE_FLY | MONSTER_SIZE_BROKEN | MON_FLAG_RANGED,
7 /* mins,maxs */ '-20 -20 -58', '20 20 20',
8 /* model */ "wizard.mdl",
9 /* netname */ "wyvern",
10 /* fullname */ _("Wyvern")
13 this.monster_func = M_Wyvern;
14 this.monster_func(MR_PRECACHE);
19 float autocvar_g_monster_wyvern_health;
20 float autocvar_g_monster_wyvern_damageforcescale = 0.6;
21 float autocvar_g_monster_wyvern_attack_fireball_damage;
22 float autocvar_g_monster_wyvern_attack_fireball_edgedamage;
23 float autocvar_g_monster_wyvern_attack_fireball_damagetime;
24 float autocvar_g_monster_wyvern_attack_fireball_force;
25 float autocvar_g_monster_wyvern_attack_fireball_radius;
26 float autocvar_g_monster_wyvern_attack_fireball_speed;
27 float autocvar_g_monster_wyvern_speed_stop;
28 float autocvar_g_monster_wyvern_speed_run;
29 float autocvar_g_monster_wyvern_speed_walk;
32 const float wyvern_anim_hover = 0;
33 const float wyvern_anim_fly = 1;
34 const float wyvern_anim_magic = 2;
35 const float wyvern_anim_pain = 3;
36 const float wyvern_anim_death = 4;
39 void M_Wyvern_Attack_Fireball_Explode()
44 Send_Effect(EFFECT_FIREBALL_EXPLODE, self.origin, '0 0 0', 1);
46 RadiusDamage(self, self.realowner, (autocvar_g_monster_wyvern_attack_fireball_damage), (autocvar_g_monster_wyvern_attack_fireball_edgedamage), (autocvar_g_monster_wyvern_attack_fireball_force), world, world, (autocvar_g_monster_wyvern_attack_fireball_radius), self.projectiledeathtype, world);
48 for(e = world; (e = findfloat(e, takedamage, DAMAGE_AIM)); ) if(vlen(e.origin - self.origin) <= (autocvar_g_monster_wyvern_attack_fireball_radius))
49 Fire_AddDamage(e, self, 5 * MONSTER_SKILLMOD(self), (autocvar_g_monster_wyvern_attack_fireball_damagetime), self.projectiledeathtype);
55 void M_Wyvern_Attack_Fireball_Touch()
59 M_Wyvern_Attack_Fireball_Explode();
62 void M_Wyvern_Attack_Fireball()
64 entity missile = spawn();
65 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
67 monster_makevectors(self.enemy);
69 missile.owner = missile.realowner = self;
70 missile.solid = SOLID_TRIGGER;
71 missile.movetype = MOVETYPE_FLYMISSILE;
72 missile.projectiledeathtype = DEATH_MONSTER_WYVERN;
73 setsize(missile, '-6 -6 -6', '6 6 6');
74 setorigin(missile, self.origin + self.view_ofs + v_forward * 14);
75 missile.flags = FL_PROJECTILE;
76 missile.velocity = dir * (autocvar_g_monster_wyvern_attack_fireball_speed);
77 missile.avelocity = '300 300 300';
78 missile.nextthink = time + 5;
79 missile.think = M_Wyvern_Attack_Fireball_Explode;
80 missile.enemy = self.enemy;
81 missile.touch = M_Wyvern_Attack_Fireball_Touch;
82 CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true);
85 float M_Wyvern_Attack(float attack_type)
89 case MONSTER_ATTACK_MELEE:
90 case MONSTER_ATTACK_RANGED:
92 self.attack_finished_single = time + 1.2;
93 self.anim_finished = time + 1.2;
95 M_Wyvern_Attack_Fireball();
104 void spawnfunc_monster_wyvern() { Monster_Spawn(MON_WYVERN.monsterid); }
107 bool M_Wyvern(int req)
118 self.pain_finished = time + 0.5;
119 setanim(self, self.anim_pain1, true, true, false);
124 setanim(self, self.anim_die1, false, true, true);
125 self.velocity_x = -200 + 400 * random();
126 self.velocity_y = -200 + 400 * random();
127 self.velocity_z = 100 + 100 * random();
134 vector none = '0 0 0';
135 self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
136 self.anim_walk = animfixfps(self, '1 1 1', none);
137 self.anim_idle = animfixfps(self, '0 1 1', none);
138 self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
139 self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
140 self.anim_run = animfixfps(self, '1 1 1', none);
148 if(!self.health) self.health = (autocvar_g_monster_wyvern_health);
149 if(!self.speed) { self.speed = (autocvar_g_monster_wyvern_speed_walk); }
150 if(!self.speed2) { self.speed2 = (autocvar_g_monster_wyvern_speed_run); }
151 if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
152 if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
154 self.monster_loot = spawnfunc_item_cells;
155 self.monster_attackfunc = M_Wyvern_Attack;
161 precache_model("models/monsters/wizard.mdl");