#define MAGE_H
#ifndef MENUQC
-MODEL(MON_MAGE, "models/monsters/mage.dpm");
+MODEL(MON_MAGE, M_Model("mage.dpm"));
#endif
CLASS(Mage, Monster)
REGISTER_MONSTER(MAGE, NEW(Mage)) {
#ifndef MENUQC
- MON_ACTION(this, MR_PRECACHE);
+ this.mr_precache(this);
#endif
}
-#include "../../weapons/all.qh"
+#include <common/weapons/all.qh>
+#include <common/items/all.qc>
CLASS(MageSpike, PortoLaunch)
-/* flags */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER);
+/* 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, message, string, _("Mage spike"));
+/* wepname */ ATTRIB(MageSpike, m_name, string, _("Mage spike"));
ENDCLASS(MageSpike)
REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike));
#ifdef SVQC
+SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
void M_Mage_Attack_Spike(vector dir);
-METHOD(MageSpike, wr_think, bool(entity thiswep)) {
- SELFPARAM();
- if (self.BUTTON_ATCK)
- if (weapon_prepareattack(0, WEP_CVAR_PRI(electro, refire))) {
- if (!self.target_range) self.target_range = autocvar_g_monsters_target_range;
- self.enemy = Monster_FindTarget(self);
- W_SetupShot_Dir(self, v_forward, false, 0, W_Sound("electro_fire"), CH_WEAPON_B, 0);
- M_Mage_Attack_Spike(w_shotdir);
- weapon_thinkf(WFRAME_FIRE1, WEP_CVAR_PRI(electro, animtime), w_ready);
- }
- return true;
+void M_Mage_Attack_Push();
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire)) {
+ 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(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();
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
+ }
}
+void M_Mage_Attack_Teleport();
+
+CLASS(OffhandMageTeleport, OffhandWeapon)
+ .bool OffhandMageTeleport_key_pressed;
+ METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
+ {
+ if (key_pressed && !player.OffhandMageTeleport_key_pressed)
+ WITH(entity, self, player, M_Mage_Attack_Teleport());
+ 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;
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);
self.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);
+ 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.m_id, other);
remove (self);
}
M_Mage_Attack_Spike_Explode();
}
+.float wait;
+
// copied from W_Seeker_Think
void M_Mage_Attack_Spike_Think()
{SELFPARAM();
);
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)
UpdateCSQCProjectile(self);
}
-void M_Mage_Attack_Spike(vector dir);
-void M_Mage_Attack_Spike_Aim()
-{
- SELFPARAM();
- return M_Mage_Attack_Spike(normalize((self.enemy.origin + '0 0 10') - self.origin));
-}
-
void M_Mage_Attack_Spike(vector dir)
{
SELFPARAM();
if(washealed)
{
setanim(self, self.anim_shoot, true, true, true);
- self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
+ self.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
self.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);
+ 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.m_id, self.enemy);
Send_Effect(EFFECT_TE_EXPLOSION, self.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);
+ self.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;
+ entity targ = self.enemy;
+ if (!targ) return;
+ if (vlen(targ.origin - self.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), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
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));
+ setorigin(self, targ.origin + ((v_forward * -1) * 200));
+
+ vector a = vectoangles(targ.origin - self.origin);
+ a.x = -a.x;
+ self.angles_x = a.x;
+ self.angles_y = a.y;
+ self.fixangle = true;
+ self.velocity *= 0.5;
- self.attack_finished_single = time + 0.2;
+ self.attack_finished_single[0] = time + 0.2;
}
void M_Mage_Defend_Shield_Remove()
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.attack_finished_single[0] = time + 1;
self.anim_finished = time + 1;
}
-float M_Mage_Attack(float attack_type)
+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)
{
- M_Mage_Attack_Push();
+ Weapon wep = WEP_MAGE_SPIKE;
+
+ wep.wr_think(wep, self, weaponentity, 2);
return true;
}
{
if(random() <= 0.4)
{
- M_Mage_Attack_Teleport();
+ OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+ off.offhand_think(off, self, 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.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
self.anim_finished = time + 1;
- Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike_Aim);
+ Weapon wep = WEP_MAGE_SPIKE;
+ wep.wr_think(wep, self, weaponentity, 1);
return true;
}
}
return false;
}
-void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(MON_MAGE.monsterid); }
#endif // SVQC
}
if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
- if(time >= self.attack_finished_single)
+ if(time >= self.attack_finished_single[0])
if(random() < 0.5)
M_Mage_Defend_Heal();
}
#endif
#ifdef SVQC
+ .float speed;
+ spawnfunc(item_health_large);
METHOD(Mage, mr_setup, bool(Monster thismon))
{
SELFPARAM();