2 const vector SHALRATH_MIN = '-36 -36 -24';
3 const vector SHALRATH_MAX = '36 36 50';
6 string SHALRATH_MODEL = "models/monsters/mage.dpm";
10 float autocvar_g_monster_shalrath;
11 float autocvar_g_monster_shalrath_health;
12 float autocvar_g_monster_shalrath_speed;
13 float autocvar_g_monster_shalrath_attack_spike_damage;
14 float autocvar_g_monster_shalrath_attack_spike_radius;
15 float autocvar_g_monster_shalrath_attack_spike_delay;
16 float autocvar_g_monster_shalrath_attack_melee_damage;
17 float autocvar_g_monster_shalrath_attack_melee_delay;
18 float autocvar_g_monster_shalrath_heal_self;
19 float autocvar_g_monster_shalrath_heal_friends;
20 float autocvar_g_monster_shalrath_heal_minhealth;
21 float autocvar_g_monster_shalrath_heal_range;
22 float autocvar_g_monster_shalrath_heal_delay;
23 float autocvar_g_monster_shalrath_shield_time;
24 float autocvar_g_monster_shalrath_shield_delay;
25 float autocvar_g_monster_shalrath_shield_blockpercent;
26 float autocvar_g_monster_shalrath_attack_grenade_damage;
27 float autocvar_g_monster_shalrath_attack_grenade_edgedamage;
28 float autocvar_g_monster_shalrath_attack_grenade_radius;
29 float autocvar_g_monster_shalrath_attack_grenade_lifetime;
30 float autocvar_g_monster_shalrath_attack_grenade_force;
31 float autocvar_g_monster_shalrath_attack_grenade_chance;
34 const float shalrath_anim_idle = 0;
35 const float shalrath_anim_walk = 1;
36 const float shalrath_anim_attack = 2;
37 const float shalrath_anim_pain = 3;
38 const float shalrath_anim_death = 4;
39 const float shalrath_anim_run = 5;
44 void() shalrath_shield;
45 void() shalrath_shield_die;
47 void shalrath_think ()
50 float friend_needshelp = FALSE;
54 if not(IsDifferentTeam(head, self))
56 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
57 if((!g_minstagib && head.health < autocvar_g_balance_health_regenstable) || (g_minstagib && head.ammo_cells < start_ammo_cells))
59 friend_needshelp = TRUE;
60 break; // found 1 player near us who is low on health
63 FOR_EACH_MONSTER(head)
65 if not(IsDifferentTeam(head, self))
67 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
68 if((!g_minstagib && head.health < autocvar_g_balance_health_regenstable) || (g_minstagib && head.ammo_cells < start_ammo_cells))
70 friend_needshelp = TRUE;
71 break; // found 1 player near us who is low on health
75 self.think = shalrath_think;
76 self.nextthink = time + self.ticrate;
79 if(time >= self.weaponentity.ltime)
80 shalrath_shield_die();
82 if(self.health < autocvar_g_monster_shalrath_heal_minhealth || friend_needshelp)
83 if(time >= self.attack_finished_single)
88 if not(self.spawnflags & MONSTERFLAG_GIANT) // giants are too big to hold a shield
89 if(self.health < self.max_health)
90 if(time >= self.lastshielded)
94 monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
97 void shalrath_attack ()
99 monsters_setframe(shalrath_anim_attack);
100 self.delay = time + 0.2;
101 self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
102 self.monster_delayedattack = ShalMissile;
105 void shalrathattack_melee ()
107 monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
110 void shalrath_attack_melee ()
112 self.monster_delayedattack = shalrathattack_melee;
113 self.delay = time + 0.2;
114 monsters_setframe(shalrath_anim_attack);
115 self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
118 void shalrath_grenade_explode()
120 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
122 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
123 RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_grenade_damage, autocvar_g_monster_shalrath_attack_grenade_edgedamage, autocvar_g_monster_shalrath_attack_grenade_radius, world, autocvar_g_monster_shalrath_attack_grenade_force, DEATH_MONSTER_MAGE, other);
127 void shalrath_grenade_touch()
132 shalrath_grenade_explode();
137 void shalrath_throw_itemgrenade()
139 makevectors(self.angles);
141 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_shalrath_attack_grenade_damage);
142 w_shotdir = v_forward; // no TrueAim for grenades please
144 entity gren = spawn ();
145 gren.owner = gren.realowner = self;
146 gren.classname = "grenade";
147 gren.bot_dodge = FALSE;
148 gren.movetype = MOVETYPE_BOUNCE;
149 gren.solid = SOLID_TRIGGER;
150 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
151 setorigin(gren, w_shotorg);
152 setsize(gren, '-64 -64 -64', '64 64 64');
154 gren.nextthink = time + autocvar_g_monster_shalrath_attack_grenade_lifetime;
155 gren.think = shalrath_grenade_explode;
156 gren.use = shalrath_grenade_explode;
157 gren.touch = shalrath_grenade_touch;
159 gren.missile_flags = MIF_SPLASH | MIF_ARC;
160 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_shalrath_attack_grenade);
162 gren.flags = FL_PROJECTILE;
164 setmodel(gren, "models/items/g_h50.md3");
166 self.attack_finished_single = time + 1.5;
169 float shal_missile ()
171 if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
173 shalrath_throw_itemgrenade();
184 local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
186 if (self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
191 dir = normalize(vtemp - self.origin);
192 UpdateCSQCProjectile(self);
193 if (monster_skill == 3)
194 self.velocity = dir * 350;
196 self.velocity = dir * 250;
197 self.nextthink = time + 0.2;
198 self.think = ShalHome;
201 void shal_spike_explode ()
203 self.event_damage = func_null;
205 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
206 RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_spike_damage, autocvar_g_monster_shalrath_attack_spike_damage * 0.5, autocvar_g_monster_shalrath_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
211 void shal_spike_touchexplode()
215 shal_spike_explode();
220 local entity missile = world;
221 local vector dir = '0 0 0';
222 local float dist = 0;
224 self.effects |= EF_MUZZLEFLASH;
227 missile.owner = missile.realowner = self;
229 self.v_angle = self.angles;
230 makevectors (self.angles);
232 dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
233 dist = vlen (self.enemy.origin - self.origin);
235 missile.think = ShalHome;
236 missile.ltime = time + 7;
237 missile.nextthink = time;
238 missile.solid = SOLID_BBOX;
239 missile.movetype = MOVETYPE_FLYMISSILE;
240 missile.flags = FL_PROJECTILE;
241 setorigin (missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
242 setsize (missile, '0 0 0', '0 0 0');
243 missile.velocity = dir * 400;
244 missile.avelocity = '300 300 300';
245 missile.enemy = self.enemy;
246 missile.touch = shal_spike_touchexplode;
248 CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
251 float ShalrathCheckAttack ()
253 vector spot1 = '0 0 0', spot2 = '0 0 0';
255 if (self.health <= 0)
258 // reset delays when we have no enemy
261 self.monster_delayedattack = func_null;
265 if(self.monster_delayedattack && self.delay != -1)
267 if(time < self.delay)
270 self.monster_delayedattack();
272 self.monster_delayedattack = func_null;
275 if(time < self.attack_finished_single)
278 if (vlen(self.enemy.origin - self.origin) <= 120)
280 if (self.attack_melee)
282 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
288 // see if any entities are in the way of the shot
289 spot1 = self.origin + self.view_ofs;
290 spot2 = self.enemy.origin + self.enemy.view_ofs;
292 traceline (spot1, spot2, FALSE, self);
294 if (trace_ent != self.enemy && trace_fraction < 1)
295 return FALSE; // don't have a clear shot
297 //if (trace_inopen && trace_inwater)
298 // return FALSE; // sight line crossed contents
300 if (self.attack_ranged())
309 if(self.health < self.max_health) // only show our effect if we are healing ourself too
310 pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
311 self.health = bound(0, self.health + autocvar_g_monster_shalrath_heal_self, self.max_health);
312 WaypointSprite_UpdateHealth(self.sprite, self.health);
313 monsters_setframe(shalrath_anim_attack);
314 self.attack_finished_single = time + autocvar_g_monster_shalrath_heal_delay;
316 for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
320 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
321 if not(IsDifferentTeam(head, self))
325 if(head.ammo_cells < start_ammo_cells || head.health < g_pickup_healthmedium_max)
326 pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
328 head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
330 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, g_pickup_healthmedium_max);
334 if(head.health < head.max_health)
335 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
336 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, head.max_health);
337 WaypointSprite_UpdateHealth(head.sprite, head.health);
343 void shalrath_shield_die()
345 if not(self.weaponentity)
346 return; // why would this be called without a shield?
350 remove(self.weaponentity);
352 self.weaponentity = world;
355 void shalrath_shield()
357 if(self.weaponentity)
358 return; // already have a shield
360 self.weaponentity = spawn();
361 self.weaponentity.owner = self.weaponentity.realowner = self;
362 setmodel(self.weaponentity, "models/onslaught/generator_shield.md3");
363 setattachment(self.weaponentity, self, "");
364 self.weaponentity.classname = "shield";
365 self.weaponentity.ltime = time + autocvar_g_monster_shalrath_shield_time;
366 self.weaponentity.health = 70;
367 self.weaponentity.alpha = 0.5;
368 self.weaponentity.scale = self.scale * 0.6;
369 self.weaponentity.effects = EF_ADDITIVE;
370 self.weaponentity.solid = SOLID_NOT;
371 self.weaponentity.movetype = MOVETYPE_NOCLIP;
372 self.weaponentity.avelocity = '7 0 11';
374 self.lastshielded = time + autocvar_g_monster_shalrath_shield_delay;
376 monsters_setframe(shalrath_anim_attack);
377 self.attack_finished_single = time + 1;
379 self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
384 Monster_CheckDropCvars ("shalrath");
386 self.think = monster_dead_think;
387 self.nextthink = time + self.ticrate;
388 self.ltime = time + 5;
389 monsters_setframe(shalrath_anim_death);
391 monster_hook_death(); // for post-death mods
394 void shalrath_spawn ()
397 self.health = autocvar_g_monster_shalrath_health * self.scale;
399 self.damageforcescale = 0.003;
400 self.classname = "monster_shalrath";
401 self.checkattack = ShalrathCheckAttack;
402 self.attack_ranged = shal_missile;
403 self.attack_melee = shalrath_attack_melee;
404 self.nextthink = time + random() * 0.5 + 0.1;
405 self.think = shalrath_think;
407 monsters_setframe(shalrath_anim_walk);
409 monster_setupsounds("shalrath");
411 monster_hook_spawn(); // for post-spawn mods
414 void spawnfunc_monster_shalrath ()
416 if not(autocvar_g_monster_shalrath) { remove(self); return; }
418 self.monster_spawnfunc = spawnfunc_monster_shalrath;
420 if(Monster_CheckAppearFlags(self))
423 if not (monster_initialize(
424 "Mage", MONSTER_MAGE,
425 SHALRATH_MIN, SHALRATH_MAX,
427 shalrath_die, shalrath_spawn))
434 // compatibility with old spawns
435 void spawnfunc_monster_vore () { spawnfunc_monster_shalrath(); }