]> git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Purge self from the damage/death mutator hooks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index 534005db93f558ea4bf25b9f80a53dc351b7f08a..2401c9011a4eabaa25d9a0ac2eb4d7f9ca453889 100644 (file)
@@ -1,21 +1,80 @@
+#ifndef MAGE_H
+#define MAGE_H
+
 #ifndef MENUQC
-bool M_Mage(int);
+MODEL(MON_MAGE, M_Model("mage.dpm"));
 #endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id   */ MAGE,
-/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
-/* mins,maxs  */ '-36 -36 -24', '36 36 50',
-/* model      */ "mage.dpm",
-/* netname    */ "mage",
-/* fullname   */ _("Mage")
-) {
+
+CLASS(Mage, Monster)
+    ATTRIB(Mage, spawnflags, int, MON_FLAG_MELEE | MON_FLAG_RANGED);
+    ATTRIB(Mage, mins, vector, '-36 -36 -24');
+    ATTRIB(Mage, maxs, vector, '36 36 50');
+#ifndef MENUQC
+    ATTRIB(Mage, m_model, Model, MDL_MON_MAGE);
+#endif
+    ATTRIB(Mage, netname, string, "mage");
+    ATTRIB(Mage, monster_name, string, _("Mage"));
+ENDCLASS(Mage)
+
+REGISTER_MONSTER(MAGE, NEW(Mage)) {
 #ifndef MENUQC
-    this.monster_func = M_Mage;
-    this.monster_func(MR_PRECACHE);
+    this.mr_precache(this);
 #endif
 }
 
+#include <common/weapons/all.qh>
+#include <common/items/all.qc>
+
+CLASS(MageSpike, PortoLaunch)
+/* flags     */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
+/* impulse   */ ATTRIB(MageSpike, impulse, int, 9);
+/* refname   */ ATTRIB(MageSpike, netname, string, "magespike");
+/* wepname   */ ATTRIB(MageSpike, m_name, string, _("Mage spike"));
+ENDCLASS(MageSpike)
+REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
+
+#endif
+
+#ifdef IMPLEMENTATION
+
 #ifdef SVQC
+
+SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
+void M_Mage_Attack_Spike(entity this, vector dir);
+void M_Mage_Attack_Push(entity this);
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire))
+{
+    TC(MageSpike, thiswep);
+    if (fire & 1)
+    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, v_forward, false, 0, SND_MageSpike_FIRE, CH_WEAPON_B, 0);
+       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);
+    }
+    if (fire & 2)
+    if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
+        M_Mage_Attack_Push(actor);
+        weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
+    }
+}
+
+void M_Mage_Attack_Teleport(entity this, entity targ);
+
+CLASS(OffhandMageTeleport, OffhandWeapon)
+    .bool OffhandMageTeleport_key_pressed;
+    METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
+    {
+        TC(OffhandMageTeleport, this);
+        if (key_pressed && !player.OffhandMageTeleport_key_pressed)
+               M_Mage_Attack_Teleport(player, player.enemy);
+        player.OffhandMageTeleport_key_pressed = key_pressed;
+    }
+ENDCLASS(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;
 float autocvar_g_monster_mage_attack_spike_damage;
@@ -54,163 +113,152 @@ const float mage_anim_death              = 4;
 const float mage_anim_run              = 5;
 */
 
-void() M_Mage_Defend_Heal;
-void() M_Mage_Defend_Shield;
+void M_Mage_Defend_Heal(entity this);
+void M_Mage_Defend_Shield(entity this);
 
 .entity mage_spike;
 .float mage_shield_delay;
 .float mage_shield_time;
 
-float M_Mage_Defend_Heal_Check(entity e)
-{SELFPARAM();
-       if(e == world)
+bool M_Mage_Defend_Heal_Check(entity this, entity targ)
+{
+       if(targ == world)
                return false;
-       if(e.health <= 0)
+       if(targ.health <= 0)
                return false;
-       if(DIFF_TEAM(e, self) && e != self.monster_follow)
+       if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
                return false;
-       if(e.frozen)
+       if(STAT(FROZEN, targ))
                return false;
-       if(!IS_PLAYER(e))
-               return (IS_MONSTER(e) && e.health < e.max_health);
-       if(e.items & ITEM_Shield.m_itemid)
+       if(!IS_PLAYER(targ))
+               return (IS_MONSTER(targ) && targ.health < targ.max_health);
+       if(targ.items & ITEM_Shield.m_itemid)
                return false;
 
-       switch(self.skin)
+       switch(this.skin)
        {
-               case 0: return (e.health < autocvar_g_balance_health_regenstable);
-               case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
-               case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
-               case 3: return (e.health > 0);
+               case 0: return (targ.health < autocvar_g_balance_health_regenstable);
+               case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
+               case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
+               case 3: return (targ.health > 0);
        }
 
        return false;
 }
 
-void M_Mage_Attack_Spike_Explode()
-{SELFPARAM();
-       self.event_damage = func_null;
+void M_Mage_Attack_Spike_Explode(entity this)
+{
+       this.event_damage = func_null;
 
-       sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
+       sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
 
-       self.realowner.mage_spike = world;
+       this.realowner.mage_spike = world;
 
-       Send_Effect(EFFECT_EXPLOSION_SMALL, self.origin, '0 0 0', 1);
-       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, world, 0, DEATH_MONSTER_MAGE, other);
+       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), world, world, 0, DEATH_MONSTER_MAGE.m_id, other);
 
-       remove (self);
+       remove (this);
 }
 
-void M_Mage_Attack_Spike_Touch()
+void M_Mage_Attack_Spike_Touch(entity this)
 {
-       PROJECTILE_TOUCH;
+       PROJECTILE_TOUCH(this);
 
-       M_Mage_Attack_Spike_Explode();
+       M_Mage_Attack_Spike_Explode(self);
 }
 
+.float wait;
+
 // copied from W_Seeker_Think
-void M_Mage_Attack_Spike_Think()
-{SELFPARAM();
-       entity e;
-       vector desireddir, olddir, newdir, eorg;
-       float turnrate;
-       float dist;
-       float spd;
-
-       if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
-       {
-               self.projectiledeathtype |= HITTYPE_SPLASH;
-               M_Mage_Attack_Spike_Explode();
+void M_Mage_Attack_Spike_Think(entity this)
+{
+       if (time > this.ltime || (this.enemy && this.enemy.health <= 0) || this.owner.health <= 0) {
+               this.projectiledeathtype |= HITTYPE_SPLASH;
+               M_Mage_Attack_Spike_Explode(this);
        }
 
-       spd = vlen(self.velocity);
+       float spd = vlen(this.velocity);
        spd = bound(
                spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
                (autocvar_g_monster_mage_attack_spike_speed_max),
                spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
        );
 
-       if (self.enemy != world)
-               if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
-                       self.enemy = world;
+       if (this.enemy != world)
+               if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
+                       this.enemy = world;
 
-       if (self.enemy != world)
+       if (this.enemy != world)
        {
-               e                               = self.enemy;
-               eorg                    = 0.5 * (e.absmin + e.absmax);
-               turnrate                = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
-               desireddir              = normalize(eorg - self.origin);
-               olddir                  = normalize(self.velocity); // get my current direction
-               dist                    = vlen(eorg - self.origin);
+               entity e = this.enemy;
+               vector eorg = 0.5 * (e.absmin + e.absmax);
+               float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
+               vector desireddir = normalize(eorg - this.origin);
+               vector olddir = normalize(this.velocity); // get my current direction
 
                // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
-               if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
+               if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - this.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
                {
-                       // Is it a better idea (shorter distance) to trace to the target itself?
-                       if ( vlen(self.origin + olddir * self.wait) < dist)
-                               traceline(self.origin, self.origin + olddir * self.wait, false, self);
+                       // Is it a better idea (shorter distance) to trace to the target itthis?
+                       if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
+                               traceline(this.origin, this.origin + olddir * this.wait, false, this);
                        else
-                               traceline(self.origin, eorg, false, self);
+                               traceline(this.origin, eorg, false, this);
 
                        // Setup adaptive tracelength
-                       self.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
+                       this.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
 
                        // Calc how important it is that we turn and add this to the desierd (enemy) dir.
                        desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
                }
 
-               newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
-               self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
+               vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+               this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
        }
-       else
-               dist = 0;
 
        ///////////////
 
-       //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
-       self.nextthink = time;// + 0.05; // csqc projectiles
-       UpdateCSQCProjectile(self);
+       //this.angles = vectoangles(this.velocity);                     // turn model in the new flight direction
+       this.nextthink = time;// + 0.05; // csqc projectiles
+       UpdateCSQCProjectile(this);
 }
 
-void M_Mage_Attack_Spike()
-{SELFPARAM();
-       entity missile;
-       vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-
-       makevectors(self.angles);
+void M_Mage_Attack_Spike(entity this, vector dir)
+{
+       makevectors(this.angles);
 
-       missile = spawn ();
-       missile.owner = missile.realowner = self;
-       missile.think = M_Mage_Attack_Spike_Think;
+       entity missile = spawn();
+       missile.owner = missile.realowner = this;
+       setthink(missile, M_Mage_Attack_Spike_Think);
        missile.ltime = time + 7;
        missile.nextthink = time;
        missile.solid = SOLID_BBOX;
        missile.movetype = MOVETYPE_FLYMISSILE;
        missile.flags = FL_PROJECTILE;
-       setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
-       setsize (missile, '0 0 0', '0 0 0');
+       setorigin(missile, this.origin + v_forward * 14 + '0 0 30' + v_right * -14);
+       setsize(missile, '0 0 0', '0 0 0');
        missile.velocity = dir * 400;
        missile.avelocity = '300 300 300';
-       missile.enemy = self.enemy;
-       missile.touch = M_Mage_Attack_Spike_Touch;
+       missile.enemy = this.enemy;
+       settouch(missile, M_Mage_Attack_Spike_Touch);
 
-       self.mage_spike = missile;
+       this.mage_spike = missile;
 
        CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
 }
 
-void M_Mage_Defend_Heal()
-{SELFPARAM();
+void M_Mage_Defend_Heal(entity this)
+{
        entity head;
        float washealed = false;
 
-       for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(head))
+       for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
        {
                washealed = true;
                string fx = "";
                if(IS_PLAYER(head))
                {
-                       switch(self.skin)
+                       switch(this.skin)
                        {
                                case 0:
                                        if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
@@ -232,7 +280,7 @@ void M_Mage_Defend_Heal()
                                        }
                                        break;
                                case 3:
-                                       head.health = bound(0, head.health - ((head == self)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
+                                       head.health = bound(0, head.health - ((head == this)  ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
                                        fx = EFFECT_RAGE.eent_eff_name;
                                        break;
                        }
@@ -250,65 +298,79 @@ void M_Mage_Defend_Heal()
 
        if(washealed)
        {
-               setanim(self, self.anim_shoot, true, true, true);
-               self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
-               self.anim_finished = time + 1.5;
+               setanim(this, this.anim_shoot, true, true, true);
+               this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+               this.anim_finished = time + 1.5;
        }
 }
 
-void M_Mage_Attack_Push()
-{SELFPARAM();
-       sound(self, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
-       RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
-       Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
+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), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE.m_id, this.enemy);
+       Send_Effect(EFFECT_TE_EXPLOSION, this.origin, '0 0 0', 1);
 
-       setanim(self, self.anim_shoot, true, true, true);
-       self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
+       setanim(this, this.anim_shoot, true, true, true);
+       this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
 }
 
-void M_Mage_Attack_Teleport()
-{SELFPARAM();
-       if(vlen(self.enemy.origin - self.origin) >= 500)
-               return;
+void M_Mage_Attack_Teleport(entity this, entity targ)
+{
+       if(!targ) return;
+       if(vdist(targ.origin - this.origin, >, 1500)) return;
 
-       makevectors(self.enemy.angles);
-       tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+       makevectors(targ.angles);
+       tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
 
        if(trace_fraction < 1)
                return;
 
-       Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
-       setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
+       vector newpos = targ.origin + ((v_forward * -1) * 200);
 
-       self.attack_finished_single = time + 0.2;
+       Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+       Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
+
+       setorigin(this, newpos);
+
+       vector a = vectoangles(targ.origin - this.origin);
+       a.x = -a.x;
+       this.angles_x = a.x;
+       this.angles_y = a.y;
+       this.fixangle = true;
+       this.velocity *= 0.5;
+
+       this.attack_finished_single[0] = time + 0.2;
 }
 
-void M_Mage_Defend_Shield_Remove()
-{SELFPARAM();
-       self.effects &= ~(EF_ADDITIVE | EF_BLUE);
-       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+void M_Mage_Defend_Shield_Remove(entity this)
+{
+       this.effects &= ~(EF_ADDITIVE | EF_BLUE);
+       this.armorvalue = autocvar_g_monsters_armor_blockpercent;
 }
 
-void M_Mage_Defend_Shield()
-{SELFPARAM();
-       self.effects |= (EF_ADDITIVE | EF_BLUE);
-       self.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
-       self.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
-       self.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
-       setanim(self, self.anim_shoot, true, true, true);
-       self.attack_finished_single = time + 1;
-       self.anim_finished = time + 1;
+void M_Mage_Defend_Shield(entity this)
+{
+       this.effects |= (EF_ADDITIVE | EF_BLUE);
+       this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
+       this.armorvalue = (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;
+       this.anim_finished = time + 1;
 }
 
-float M_Mage_Attack(float attack_type)
-{SELFPARAM();
+bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+{
+    .entity weaponentity = weaponentities[0];
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
                        if(random() <= 0.7)
                        {
-                               M_Mage_Attack_Push();
+                               Weapon wep = WEP_MAGE_SPIKE;
+
+                               wep.wr_think(wep, actor, weaponentity, 2);
                                return true;
                        }
 
@@ -316,24 +378,26 @@ float M_Mage_Attack(float attack_type)
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       if(!self.mage_spike)
+                       if(!actor.mage_spike)
                        {
                                if(random() <= 0.4)
                                {
-                                       M_Mage_Attack_Teleport();
+                                       OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+                                       off.offhand_think(off, actor, true);
                                        return true;
                                }
                                else
                                {
-                                       setanim(self, self.anim_shoot, true, true, true);
-                                       self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
-                                       self.anim_finished = time + 1;
-                                       Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike);
+                                       setanim(actor, actor.anim_shoot, true, true, true);
+                                       actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+                                       actor.anim_finished = time + 1;
+                                       Weapon wep = WEP_MAGE_SPIKE;
+                                       wep.wr_think(wep, actor, weaponentity, 1);
                                        return true;
                                }
                        }
 
-                       if(self.mage_spike)
+                       if(actor.mage_spike)
                                return true;
                        else
                                return false;
@@ -343,89 +407,95 @@ float M_Mage_Attack(float attack_type)
        return false;
 }
 
-void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
 
 #endif // SVQC
 
-bool M_Mage(int req)
-{SELFPARAM();
-       switch(req)
-       {
-               #ifdef SVQC
-               case MR_THINK:
-               {
-                       entity head;
-                       bool need_help = false;
-
-                       for(head = world; (head = findfloat(head, iscreature, true)); )
-                       if(head != self)
-                       if(vlen(head.origin - self.origin) <= (autocvar_g_monster_mage_heal_range))
-                       if(M_Mage_Defend_Heal_Check(head))
-                       {
-                               need_help = true;
-                               break;
-                       }
-
-                       if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
-                       if(time >= self.attack_finished_single)
-                       if(random() < 0.5)
-                               M_Mage_Defend_Heal();
+#ifdef SVQC
+METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
+{
+    TC(Mage, thismon);
+    bool need_help = false;
+
+    FOREACH_ENTITY_FLOAT(iscreature, true,
+    {
+        if(it != actor)
+        if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
+        if(M_Mage_Defend_Heal_Check(actor, it))
+        {
+            need_help = true;
+            break;
+        }
+    });
+
+    if(actor.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
+    if(time >= actor.attack_finished_single[0])
+    if(random() < 0.5)
+        M_Mage_Defend_Heal(actor);
+
+    if(time >= actor.mage_shield_time && actor.armorvalue)
+        M_Mage_Defend_Shield_Remove(actor);
+
+    if(actor.enemy)
+    if(actor.health < actor.max_health)
+    if(time >= actor.mage_shield_delay)
+    if(random() < 0.5)
+        M_Mage_Defend_Shield(actor);
+
+    return true;
+}
 
-                       if(time >= self.mage_shield_time && self.armorvalue)
-                               M_Mage_Defend_Shield_Remove();
+METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype))
+{
+    TC(Mage, this);
+    return damage_take;
+}
 
-                       if(self.enemy)
-                       if(self.health < self.max_health)
-                       if(time >= self.mage_shield_delay)
-                       if(random() < 0.5)
-                               M_Mage_Defend_Shield();
+METHOD(Mage, mr_death, bool(Mage this, entity actor))
+{
+    TC(Mage, this);
+    setanim(actor, actor.anim_die1, false, true, true);
+    return true;
+}
 
-                       return true;
-               }
-               case MR_PAIN:
-               {
-                       return true;
-               }
-               case MR_DEATH:
-               {
-                       setanim(self, self.anim_die1, false, true, true);
-                       return true;
-               }
-               #endif
-               #ifndef MENUQC
-               case MR_ANIM:
-               {
-                       vector none = '0 0 0';
-                       self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
-                       self.anim_walk = animfixfps(self, '1 1 1', none);
-                       self.anim_idle = animfixfps(self, '0 1 1', none);
-                       self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
-                       self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
-                       self.anim_run = animfixfps(self, '5 1 1', none);
-
-                       return true;
-               }
-               #endif
-               #ifdef SVQC
-               case MR_SETUP:
-               {
-                       if(!self.health) self.health = (autocvar_g_monster_mage_health);
-                       if(!self.speed) { self.speed = (autocvar_g_monster_mage_speed_walk); }
-                       if(!self.speed2) { self.speed2 = (autocvar_g_monster_mage_speed_run); }
-                       if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_mage_speed_stop); }
-                       if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
+#endif
+#ifndef MENUQC
+METHOD(Mage, mr_anim, bool(Mage this, entity actor))
+{
+    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_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+    actor.anim_run = animfixfps(actor, '5 1 1', none);
+    return true;
+}
+#endif
+#ifdef SVQC
+.float speed;
+spawnfunc(item_health_large);
+METHOD(Mage, mr_setup, bool(Mage this, entity actor))
+{
+    TC(Mage, this);
+    if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
+    if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
+    if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
+    if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
+    if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
 
-                       self.monster_loot = spawnfunc_item_health_large;
-                       self.monster_attackfunc = M_Mage_Attack;
+    actor.monster_loot = spawnfunc_item_health_large;
+    actor.monster_attackfunc = M_Mage_Attack;
 
-                       return true;
-               }
-               case MR_PRECACHE:
-               {
-                       return true;
-               }
-               #endif
-       }
+    return true;
+}
 
-       return true;
+METHOD(Mage, mr_precache, bool(Mage this))
+{
+    TC(Mage, this);
+    return true;
 }
+#endif
+
+#endif