2 const vector MAGE_MIN = '-36 -36 -24';
3 const vector MAGE_MAX = '36 36 50';
6 string MAGE_MODEL = "models/monsters/mage.dpm";
10 float autocvar_g_monster_mage;
11 float autocvar_g_monster_mage_health;
12 float autocvar_g_monster_mage_speed;
13 float autocvar_g_monster_mage_attack_spike_damage;
14 float autocvar_g_monster_mage_attack_spike_radius;
15 float autocvar_g_monster_mage_attack_spike_delay;
16 float autocvar_g_monster_mage_attack_melee_damage;
17 float autocvar_g_monster_mage_attack_melee_delay;
18 float autocvar_g_monster_mage_heal_self;
19 float autocvar_g_monster_mage_heal_friends;
20 float autocvar_g_monster_mage_heal_minhealth;
21 float autocvar_g_monster_mage_heal_range;
22 float autocvar_g_monster_mage_heal_delay;
23 float autocvar_g_monster_mage_shield_time;
24 float autocvar_g_monster_mage_shield_delay;
25 float autocvar_g_monster_mage_shield_blockpercent;
26 float autocvar_g_monster_mage_attack_grenade_damage;
27 float autocvar_g_monster_mage_attack_grenade_edgedamage;
28 float autocvar_g_monster_mage_attack_grenade_radius;
29 float autocvar_g_monster_mage_attack_grenade_lifetime;
30 float autocvar_g_monster_mage_attack_grenade_force;
31 float autocvar_g_monster_mage_attack_grenade_chance;
34 const float mage_anim_idle = 0;
35 const float mage_anim_walk = 1;
36 const float mage_anim_attack = 2;
37 const float mage_anim_pain = 3;
38 const float mage_anim_death = 4;
39 const float mage_anim_run = 5;
43 void() mage_shield_die;
48 float friend_needshelp = FALSE, need_hpammo = FALSE;
52 need_hpammo = ((g_minstagib) ? head.ammo_cells < start_ammo_cells : head.health < autocvar_g_balance_health_regenstable);
53 if not(IsDifferentTeam(head, self))
55 if(vlen(head.origin - self.origin) < autocvar_g_monster_mage_heal_range)
58 friend_needshelp = TRUE;
59 break; // found 1 player near us who is low on health
62 FOR_EACH_MONSTER(head) if(head != self)
64 if not(IsDifferentTeam(head, self))
66 if(vlen(head.origin - self.origin) < autocvar_g_monster_mage_heal_range)
67 if(head.health < head.max_health)
69 friend_needshelp = TRUE;
70 break; // found 1 player near us who is low on health
74 self.think = mage_think;
75 self.nextthink = time + self.ticrate;
78 if(time >= self.weaponentity.ltime)
81 if(self.health < autocvar_g_monster_mage_heal_minhealth || friend_needshelp)
82 if(time >= self.attack_finished_single)
87 if(self.health < self.max_health)
88 if(time >= self.lastshielded)
92 monster_move(autocvar_g_monster_mage_speed, autocvar_g_monster_mage_speed, 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
95 void mageattack_melee()
97 monster_melee(self.enemy, autocvar_g_monster_mage_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
100 self.monster_delayedattack = func_null;
103 void mage_grenade_explode()
105 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
107 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
108 RadiusDamage (self, self.realowner, autocvar_g_monster_mage_attack_grenade_damage, autocvar_g_monster_mage_attack_grenade_edgedamage, autocvar_g_monster_mage_attack_grenade_radius, world, autocvar_g_monster_mage_attack_grenade_force, DEATH_MONSTER_MAGE, other);
112 void mage_grenade_touch()
117 mage_grenade_explode();
122 void mage_throw_itemgrenade()
124 makevectors(self.angles);
126 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_mage_attack_grenade_damage);
127 w_shotdir = v_forward; // no TrueAim for grenades please
129 entity gren = spawn ();
130 gren.owner = gren.realowner = self;
131 gren.classname = "grenade";
132 gren.bot_dodge = FALSE;
133 gren.movetype = MOVETYPE_BOUNCE;
134 gren.solid = SOLID_TRIGGER;
135 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
136 setorigin(gren, w_shotorg);
137 setsize(gren, '-64 -64 -64', '64 64 64');
139 gren.nextthink = time + autocvar_g_monster_mage_attack_grenade_lifetime;
140 gren.think = mage_grenade_explode;
141 gren.use = mage_grenade_explode;
142 gren.touch = mage_grenade_touch;
144 gren.missile_flags = MIF_SPLASH | MIF_ARC;
145 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_mage_attack_grenade);
147 gren.flags = FL_PROJECTILE;
149 setmodel(gren, "models/items/g_h50.md3");
151 self.attack_finished_single = time + 1.5;
154 void mage_spike_explode()
156 self.event_damage = func_null;
158 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
159 RadiusDamage (self, self.realowner, autocvar_g_monster_mage_attack_spike_damage, autocvar_g_monster_mage_attack_spike_damage * 0.5, autocvar_g_monster_mage_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
164 void mage_spike_touch()
168 mage_spike_explode();
171 void mage_spike_think()
173 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
175 mage_spike_explode();
179 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
181 UpdateCSQCProjectile(self);
183 if (monster_skill == 3)
184 self.velocity = dir * 350;
186 self.velocity = dir * 250;
188 self.nextthink = time + 0.2;
189 self.think = mage_spike_think;
195 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
197 makevectors(self.angles);
200 missile.owner = missile.realowner = self;
201 missile.think = mage_spike_think;
202 missile.ltime = time + 7;
203 missile.nextthink = time;
204 missile.solid = SOLID_BBOX;
205 missile.movetype = MOVETYPE_FLYMISSILE;
206 missile.flags = FL_PROJECTILE;
207 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
208 setsize (missile, '0 0 0', '0 0 0');
209 missile.velocity = dir * 400;
210 missile.avelocity = '300 300 300';
211 missile.enemy = self.enemy;
212 missile.touch = mage_spike_touch;
214 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
220 if(self.health < self.max_health) // only show our effect if we are healing ourself too
221 pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
222 self.health = bound(0, self.health + autocvar_g_monster_mage_heal_self, self.max_health);
223 WaypointSprite_UpdateHealth(self.sprite, self.health);
224 monsters_setframe(mage_anim_attack);
225 self.attack_finished_single = time + autocvar_g_monster_mage_heal_delay;
227 for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
231 if(vlen(head.origin - self.origin) < autocvar_g_monster_mage_heal_range)
232 if not(IsDifferentTeam(head, self))
236 if((g_minstagib && head.ammo_cells < start_ammo_cells) || head.health < start_health)
237 pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
239 head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
241 head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, g_pickup_healthmedium_max);
245 if(head.health < head.max_health)
246 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
247 head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, head.max_health);
248 WaypointSprite_UpdateHealth(head.sprite, head.health);
254 void mage_shield_die()
256 if not(self.weaponentity)
257 return; // why would this be called without a shield?
261 remove(self.weaponentity);
263 self.weaponentity = world;
268 if(self.weaponentity)
269 return; // already have a shield
271 entity shield = spawn();
274 shield.team = self.team;
275 shield.ltime = time + autocvar_g_monster_mage_shield_time;
277 shield.classname = "shield";
278 shield.effects = EF_ADDITIVE;
279 shield.movetype = MOVETYPE_NOCLIP;
280 shield.solid = SOLID_TRIGGER;
281 shield.avelocity = '7 0 11';
282 shield.scale = self.scale * 0.6;
284 setattachment(shield, self, "");
285 setmodel(shield, "models/ctf/shield.md3");
286 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
288 self.weaponentity = shield;
290 self.lastshielded = time + autocvar_g_monster_mage_shield_delay;
292 monsters_setframe(mage_anim_attack);
293 self.attack_finished_single = time + 1;
295 self.armorvalue = autocvar_g_monster_mage_shield_blockpercent / 100;
298 float mage_attack(float attack_type)
302 case MONSTER_ATTACK_MELEE:
304 self.monster_delayedattack = mageattack_melee;
305 self.delay = time + 0.2;
306 monsters_setframe(mage_anim_attack);
307 self.attack_finished_single = time + autocvar_g_monster_mage_attack_melee_delay;
311 case MONSTER_ATTACK_RANGED:
313 if(random() < autocvar_g_monster_mage_attack_grenade_chance / 100)
315 mage_throw_itemgrenade();
319 monsters_setframe(mage_anim_attack);
320 self.delay = time + 0.2;
321 self.attack_finished_single = time + autocvar_g_monster_mage_attack_spike_delay;
322 self.monster_delayedattack = mage_spike;
333 Monster_CheckDropCvars ("mage");
335 self.think = monster_dead_think;
336 self.nextthink = time + self.ticrate;
337 self.ltime = time + 5;
338 monsters_setframe(mage_anim_death);
340 monster_hook_death(); // for post-death mods
346 self.health = autocvar_g_monster_mage_health;
348 self.damageforcescale = 0.003;
349 self.classname = "monster_mage";
350 self.monster_attackfunc = mage_attack;
351 self.nextthink = time + random() * 0.5 + 0.1;
352 self.think = mage_think;
354 monsters_setframe(mage_anim_walk);
356 monster_setupsounds("mage");
358 monster_hook_spawn(); // for post-spawn mods
361 void spawnfunc_monster_mage()
363 if not(autocvar_g_monster_mage) { remove(self); return; }
365 self.monster_spawnfunc = spawnfunc_monster_mage;
367 if(Monster_CheckAppearFlags(self))
370 if not (monster_initialize(
371 "Mage", MONSTER_MAGE,
374 mage_die, mage_spawn))
381 // compatibility with old spawns
382 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }