-#ifndef MAGE_H
-#define MAGE_H
-
-#ifndef MENUQC
-MODEL(MON_MAGE, M_Model("mage.dpm"));
-#endif
-
-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.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
+#include "mage.qh"
#ifdef SVQC
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
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 itthis?
+ // Is it a better idea (shorter distance) to trace to the target itself?
if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
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;
FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
{
washealed = true;
- string fx = "";
+ entity fx = EFFECT_Null;
if(IS_PLAYER(it))
{
switch(this.skin)
{
case 0:
if(it.health < autocvar_g_balance_health_regenstable) it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
- fx = EFFECT_HEALING.eent_eff_name;
+ fx = EFFECT_HEALING;
break;
case 1:
if(it.ammo_cells) it.ammo_cells = bound(it.ammo_cells, it.ammo_cells + 1, g_pickup_cells_max);
if(it.ammo_rockets) it.ammo_rockets = bound(it.ammo_rockets, it.ammo_rockets + 1, g_pickup_rockets_max);
if(it.ammo_shells) it.ammo_shells = bound(it.ammo_shells, it.ammo_shells + 2, g_pickup_shells_max);
if(it.ammo_nails) it.ammo_nails = bound(it.ammo_nails, it.ammo_nails + 5, g_pickup_nails_max);
- fx = "ammoregen_fx";
+ fx = EFFECT_AMMO_REGEN;
break;
case 2:
if(it.armorvalue < autocvar_g_balance_armor_regenstable)
{
it.armorvalue = bound(0, it.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
- fx = "armorrepair_fx";
+ fx = EFFECT_ARMOR_REPAIR;
}
break;
case 3:
it.health = bound(0, it.health - ((it == this) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
- fx = EFFECT_RAGE.eent_eff_name;
+ fx = EFFECT_RAGE;
break;
}
- Send_Effect_(fx, it.origin, '0 0 0', 1);
+ Send_Effect(fx, it.origin, '0 0 0', 1);
}
else
{
{
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;
}
}
this.anim_finished = time + 1;
}
-bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
- .entity weaponentity = weaponentities[0];
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
return false;
}
-spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE.monsterid); }
#endif // SVQC
TC(Mage, thismon);
bool need_help = false;
- FOREACH_ENTITY_FLOAT(iscreature, true,
+ FOREACH_CLIENT(IS_PLAYER(it) && it != actor,
{
- if(it != actor)
- if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
+ if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
if(M_Mage_Defend_Heal_Check(actor, it))
{
need_help = true;
}
});
+ if(!need_help)
+ {
+ IL_EACH(g_monsters, 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)
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
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_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
#ifdef SVQC
.float speed;
-spawnfunc(item_health_large);
METHOD(Mage, mr_setup, bool(Mage this, entity actor))
{
TC(Mage, this);
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_large;
+ actor.monster_loot = ITEM_HealthBig;
actor.monster_attackfunc = M_Mage_Attack;
return true;
}
-
-METHOD(Mage, mr_precache, bool(Mage this))
-{
- TC(Mage, this);
- return true;
-}
-#endif
-
#endif