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);
+ monster_makevectors(actor, actor.enemy);
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);
player.OffhandMageTeleport_key_pressed = key_pressed;
}
ENDCLASS(OffhandMageTeleport)
-OffhandMageTeleport OFFHAND_MAGE_TELEPORT; STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
+OffhandMageTeleport OFFHAND_MAGE_TELEPORT;
+STATIC_INIT(OFFHAND_MAGE_TELEPORT) { OFFHAND_MAGE_TELEPORT = NEW(OffhandMageTeleport); }
float autocvar_g_monster_mage_health;
float autocvar_g_monster_mage_damageforcescale = 0.5;
.entity mage_spike;
.float mage_shield_delay;
-.float mage_shield_time;
bool M_Mage_Defend_Heal_Check(entity this, entity targ)
{
return false;
if(!IS_PLAYER(targ))
return (IS_MONSTER(targ) && GetResource(targ, RES_HEALTH) < targ.max_health);
- if(targ.items & ITEM_Shield.m_itemid)
+ if(StatusEffects_active(STATUSEFFECT_Shield, targ))
return false;
switch(this.skin)
{
makevectors(this.angles);
- entity missile = spawn();
+ entity missile = new(M_Mage_Attack_Spike);
missile.owner = missile.realowner = this;
setthink(missile, M_Mage_Attack_Spike_Think);
missile.ltime = time + 7;
this.attack_finished_single[0] = time + autocvar_g_monster_mage_attack_teleport_delay;
}
-void M_Mage_Defend_Shield_Remove(entity this)
-{
- this.effects &= ~(EF_ADDITIVE | EF_BLUE);
- SetResourceExplicit(this, RES_ARMOR, autocvar_g_monsters_armor_blockpercent);
-}
-
void M_Mage_Defend_Shield(entity this)
{
- this.effects |= (EF_ADDITIVE | EF_BLUE);
+ StatusEffects_apply(STATUSEFFECT_Shield, this, time + autocvar_g_monster_mage_shield_time, 0);
this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
SetResourceExplicit(this, RES_ARMOR, autocvar_g_monster_mage_shield_blockpercent);
- this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
setanim(this, this.anim_shoot, true, true, true);
this.attack_finished_single[0] = time + 1; // give just a short cooldown on attacking
this.anim_finished = time + 1;
return false;
}
-spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE); }
#endif // SVQC
if(random() < 0.5)
M_Mage_Defend_Heal(actor);
- if(time >= actor.mage_shield_time && GetResource(actor, RES_ARMOR))
- M_Mage_Defend_Shield_Remove(actor);
-
- if(actor.enemy)
- if(GetResource(actor, RES_HEALTH) < actor.max_health)
- if(time >= actor.mage_shield_delay)
- if(random() < 0.5)
+ if(actor.enemy && time >= actor.mage_shield_delay && random() < 0.5)
+ if(GetResource(actor, RES_HEALTH) < actor.max_health && !StatusEffects_active(STATUSEFFECT_Shield, actor))
M_Mage_Defend_Shield(actor);
return true;