#endif
}
-#include "../../weapons/all.qh"
-#include "../../items/all.qc"
+#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);
#ifdef SVQC
+SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
void M_Mage_Attack_Spike(vector dir);
void M_Mage_Attack_Push();
-METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, int slot, int fire)) {
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire)) {
if (fire & 1)
- if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, slot, false, 0.2)) {
+ 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, W_Sound("electro_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(w_shotdir);
- weapon_thinkf(actor, slot, WFRAME_FIRE1, 0, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
if (fire & 2)
- if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, slot, true, 0.5)) {
+ if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
M_Mage_Attack_Push();
- weapon_thinkf(actor, slot, WFRAME_FIRE2, 0, w_ready);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
}
}
return false;
if(DIFF_TEAM(e, self) && e != self.monster_follow)
return false;
- if(e.frozen)
+ if(STAT(FROZEN, e))
return false;
if(!IS_PLAYER(e))
return (IS_MONSTER(e) && e.health < e.max_health);
);
if (self.enemy != world)
- if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ if (self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy))
self.enemy = world;
if (self.enemy != world)
float M_Mage_Attack(float attack_type, entity targ)
{SELFPARAM();
+ .entity weaponentity = weaponentities[0];
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
if(random() <= 0.7)
{
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, self, 0, 2);
+
+ wep.wr_think(wep, self, weaponentity, 2);
return true;
}
self.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
self.anim_finished = time + 1;
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, self, 0, 1);
+ wep.wr_think(wep, self, weaponentity, 1);
return true;
}
}