5 float autocvar_g_monster_wyvern_attack_fireball_damage;
6 float autocvar_g_monster_wyvern_attack_fireball_edgedamage;
7 float autocvar_g_monster_wyvern_attack_fireball_damagetime;
8 float autocvar_g_monster_wyvern_attack_fireball_force;
9 float autocvar_g_monster_wyvern_attack_fireball_radius;
10 float autocvar_g_monster_wyvern_attack_fireball_speed;
12 void M_Wyvern_Attack_Fireball_Explode(entity this);
13 void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher);
15 SOUND(WyvernAttack_FIRE, W_Sound("electro_fire"));
16 METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire))
18 TC(WyvernAttack, thiswep);
20 if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
21 if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0);
22 if (IS_MONSTER(actor)) {
23 //actor.anim_finished = time + 1.2;
24 setanim(actor, actor.anim_shoot, false, true, true);
25 if(actor.animstate_endtime > time)
26 actor.anim_finished = actor.animstate_endtime;
28 actor.anim_finished = time + 1.2;
29 actor.attack_finished_single[0] = actor.anim_finished + 0.2;
30 monster_makevectors(actor, actor.enemy);
33 entity missile = spawn();
34 missile.owner = missile.realowner = actor;
35 missile.solid = SOLID_TRIGGER;
36 set_movetype(missile, MOVETYPE_FLYMISSILE);
37 missile.projectiledeathtype = DEATH_MONSTER_WYVERN.m_id;
38 setsize(missile, '-6 -6 -6', '6 6 6');
39 setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14);
40 missile.flags = FL_PROJECTILE;
41 IL_PUSH(g_projectiles, missile);
42 IL_PUSH(g_bot_dodge, missile);
43 missile.velocity = w_shotdir * (autocvar_g_monster_wyvern_attack_fireball_speed);
44 missile.avelocity = '300 300 300';
45 missile.nextthink = time + 5;
46 setthink(missile, M_Wyvern_Attack_Fireball_Explode);
47 settouch(missile, M_Wyvern_Attack_Fireball_Touch);
48 CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true);
50 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
54 METHOD(WyvernAttack, wr_checkammo1, bool(WyvernAttack this, entity actor, .entity weaponentity)) {
55 TC(WyvernAttack, this);
59 float autocvar_g_monster_wyvern_health;
60 float autocvar_g_monster_wyvern_damageforcescale = 0.6;
61 float autocvar_g_monster_wyvern_speed_stop;
62 float autocvar_g_monster_wyvern_speed_run;
63 float autocvar_g_monster_wyvern_speed_walk;
66 const float wyvern_anim_hover = 0;
67 const float wyvern_anim_fly = 1;
68 const float wyvern_anim_magic = 2;
69 const float wyvern_anim_pain = 3;
70 const float wyvern_anim_death = 4;
73 void M_Wyvern_Attack_Fireball_Explode(entity this)
75 Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1);
77 entity own = this.realowner;
79 RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, NULL, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, NULL);
81 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_wyvern_attack_fireball_radius, it.takedamage == DAMAGE_AIM,
83 Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, this.projectiledeathtype);
89 void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher)
91 PROJECTILE_TOUCH(this, toucher);
93 M_Wyvern_Attack_Fireball_Explode(this);
96 bool M_Wyvern_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
100 case MONSTER_ATTACK_MELEE:
101 case MONSTER_ATTACK_RANGED:
103 w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
104 Weapon wep = WEP_WYVERN_ATTACK;
105 wep.wr_think(wep, actor, weaponentity, 1);
113 spawnfunc(monster_wyvern) { Monster_Spawn(this, true, MON_WYVERN.monsterid); }
117 METHOD(Wyvern, mr_think, bool(Wyvern this, entity actor))
123 METHOD(Wyvern, mr_pain, float(Wyvern this, entity actor, float damage_take, entity attacker, float deathtype))
126 actor.pain_finished = time + 0.5;
127 setanim(actor, actor.anim_pain1, true, true, false);
131 METHOD(Wyvern, mr_death, bool(Wyvern this, entity actor))
134 setanim(actor, actor.anim_die1, false, true, true);
135 actor.velocity_x = -200 + 400 * random();
136 actor.velocity_y = -200 + 400 * random();
137 actor.velocity_z = 100 + 100 * random();
142 METHOD(Wyvern, mr_anim, bool(Wyvern this, entity actor))
145 vector none = '0 0 0';
146 actor.anim_idle = animfixfps(actor, '0 1 1', none);
147 actor.anim_walk = animfixfps(actor, '1 1 1', none);
148 actor.anim_run = animfixfps(actor, '2 1 1', none);
149 actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
150 actor.anim_pain2 = animfixfps(actor, '4 1 2', none); // 0.5 seconds
151 actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate
152 actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate
153 actor.anim_die1 = animfixfps(actor, '7 1 0.5', none); // 2 seconds
154 //actor.anim_dead = animfixfps(actor, '8 1 0.5', none); // 2 seconds
159 METHOD(Wyvern, mr_setup, bool(Wyvern this, entity actor))
162 if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
163 if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
164 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
165 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
166 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
168 actor.monster_loot = ITEM_Cells;
169 actor.monster_attackfunc = M_Wyvern_Attack;