if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, false, 0.2)) {
if (!actor.target_range) actor.target_range = autocvar_g_monsters_target_range;
actor.enemy = Monster_FindTarget(actor);
- W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0);
+ W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_MAGE.m_id);
if (!IS_PLAYER(actor)) w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
M_Mage_Attack_Spike(actor, w_shotdir);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
this.realowner.mage_spike = NULL;
Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
- RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, directhitentity);
+ RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius),
+ NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, directhitentity);
delete(this);
}
{
setanim(this, this.anim_shoot, true, true, true);
this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+ this.state = MONSTER_ATTACK_MELEE;
this.anim_finished = time + 1.5;
}
}
void M_Mage_Attack_Push(entity this)
{
sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
- RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, this.enemy);
+ RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius),
+ NULL, NULL, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, DMG_NOWEP, this.enemy);
Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
setanim(this, this.anim_shoot, true, true, true);
{
TC(Mage, this);
vector none = '0 0 0';
- actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
- actor.anim_walk = animfixfps(actor, '1 1 1', none);
actor.anim_idle = animfixfps(actor, '0 1 1', none);
- actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_run = animfixfps(actor, '1 1 1', none);
actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
- actor.anim_run = animfixfps(actor, '5 1 1', none);
+ //actor.anim_fire1 = animfixfps(actor, '3 1 5', none); // analyze models and set framerate
+ //actor.anim_fire2 = animfixfps(actor, '4 1 5', none); // analyze models and set framerate
+ //actor.anim_fire3 = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
+ actor.anim_pain1 = animfixfps(actor, '6 1 2', none); // 0.5 seconds
+ actor.anim_pain2 = animfixfps(actor, '7 1 2', none); // 0.5 seconds
+ //actor.anim_pain3 = animfixfps(actor, '8 1 2', none); // 0.5 seconds
+ actor.anim_die1 = animfixfps(actor, '9 1 0.5', none); // 2 seconds
+ actor.anim_die2 = animfixfps(actor, '10 1 0.5', none); // 2 seconds
+ //actor.anim_dead1 = animfixfps(actor, '11 1 0.5', none); // 2 seconds
+ //actor.anim_dead2 = animfixfps(actor, '12 1 0.5', none); // 2 seconds
return true;
}
#endif