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);
+ 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);
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(self);
}
.float wait;
// copied from W_Seeker_Think
-void M_Mage_Attack_Spike_Think()
-{SELFPARAM();
- if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
- self.projectiledeathtype |= HITTYPE_SPLASH;
- M_Mage_Attack_Spike_Explode(self);
+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);
}
- float 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 || IS_DEAD(self.enemy))
- 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)
{
- entity e = self.enemy;
+ 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 - self.origin);
- vector olddir = normalize(self.velocity); // get my current direction
+ 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) && vdist(eorg - self.origin, >, 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 ( vlen2(self.origin + olddir * self.wait) < vlen2(eorg - self.origin))
- 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);
}
vector 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
+ this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
}
///////////////
- //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(entity this, vector dir)
entity missile = spawn();
missile.owner = missile.realowner = this;
- missile.think = M_Mage_Attack_Spike_Think;
+ setthink(missile, M_Mage_Attack_Spike_Think);
missile.ltime = time + 7;
missile.nextthink = time;
missile.solid = SOLID_BBOX;
missile.velocity = dir * 400;
missile.avelocity = '300 300 300';
missile.enemy = this.enemy;
- missile.touch = M_Mage_Attack_Spike_Touch;
+ settouch(missile, M_Mage_Attack_Spike_Touch);
this.mage_spike = missile;
return true;
}
-METHOD(Mage, mr_pain, bool(Mage this, entity actor))
+METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype))
{
TC(Mage, this);
- return true;
+ return damage_take;
}
METHOD(Mage, mr_death, bool(Mage this, entity actor))