+#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
-bool M_Mage(int);
+ ATTRIB(Mage, m_model, Model, MDL_MON_MAGE);
#endif
-REGISTER_MONSTER_SIMPLE(
-/* MON_##id */ MAGE,
-/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
-/* mins,maxs */ '-36 -36 -24', '36 36 50',
-/* model */ "mage.dpm",
-/* netname */ "mage",
-/* fullname */ _("Mage")
-) {
+ ATTRIB(Mage, netname, string, "mage");
+ ATTRIB(Mage, monster_name, string, _("Mage"));
+ENDCLASS(Mage)
+
+REGISTER_MONSTER(MAGE, NEW(Mage)) {
#ifndef MENUQC
- this.monster_func = M_Mage;
- this.monster_func(MR_PRECACHE);
+ 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
+
#ifdef SVQC
+
+SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
+void M_Mage_Attack_Spike(entity this, vector dir);
+void M_Mage_Attack_Push(entity this);
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire))
+{
+ TC(MageSpike, thiswep);
+ 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(actor, 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(actor);
+ weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
+ }
+}
+
+void M_Mage_Attack_Teleport(entity this, entity targ);
+
+CLASS(OffhandMageTeleport, OffhandWeapon)
+ .bool OffhandMageTeleport_key_pressed;
+ METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
+ {
+ TC(OffhandMageTeleport, this);
+ if (key_pressed && !player.OffhandMageTeleport_key_pressed)
+ M_Mage_Attack_Teleport(player, player.enemy);
+ 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;
const float mage_anim_run = 5;
*/
-void() M_Mage_Defend_Heal;
-void() M_Mage_Defend_Shield;
+void M_Mage_Defend_Heal(entity this);
+void M_Mage_Defend_Shield(entity this);
.entity mage_spike;
.float mage_shield_delay;
.float mage_shield_time;
-float M_Mage_Defend_Heal_Check(entity e)
-{SELFPARAM();
- if(e == world)
+bool M_Mage_Defend_Heal_Check(entity this, entity targ)
+{
+ if(targ == world)
return false;
- if(e.health <= 0)
+ if(targ.health <= 0)
return false;
- if(DIFF_TEAM(e, self) && e != self.monster_follow)
+ if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
return false;
- if(e.frozen)
+ if(STAT(FROZEN, targ))
return false;
- if(!IS_PLAYER(e))
- return (IS_MONSTER(e) && e.health < e.max_health);
- if(e.items & ITEM_Shield.m_itemid)
+ if(!IS_PLAYER(targ))
+ return (IS_MONSTER(targ) && targ.health < targ.max_health);
+ if(targ.items & ITEM_Shield.m_itemid)
return false;
- switch(self.skin)
+ switch(this.skin)
{
- case 0: return (e.health < autocvar_g_balance_health_regenstable);
- case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
- case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
- case 3: return (e.health > 0);
+ case 0: return (targ.health < autocvar_g_balance_health_regenstable);
+ case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
+ case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
+ case 3: return (targ.health > 0);
}
return false;
}
-void M_Mage_Attack_Spike_Explode()
-{SELFPARAM();
- self.event_damage = func_null;
+void M_Mage_Attack_Spike_Explode(entity this)
+{
+ this.event_damage = func_null;
- sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
+ sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
- self.realowner.mage_spike = world;
+ this.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);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
+ RadiusDamage (this, this.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);
+ remove (this);
}
void M_Mage_Attack_Spike_Touch()
{
+ SELFPARAM();
PROJECTILE_TOUCH;
- M_Mage_Attack_Spike_Explode();
+ M_Mage_Attack_Spike_Explode(self);
}
+.float wait;
+
// copied from W_Seeker_Think
void M_Mage_Attack_Spike_Think()
{SELFPARAM();
- entity e;
- vector desireddir, olddir, newdir, eorg;
- float turnrate;
- float dist;
- float spd;
-
- if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
- {
+ if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
self.projectiledeathtype |= HITTYPE_SPLASH;
- M_Mage_Attack_Spike_Explode();
+ M_Mage_Attack_Spike_Explode(self);
}
- spd = vlen(self.velocity);
+ float spd = vlen(self.velocity);
spd = bound(
spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
(autocvar_g_monster_mage_attack_spike_speed_max),
);
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)
{
- e = self.enemy;
- eorg = 0.5 * (e.absmin + e.absmax);
- turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
- desireddir = normalize(eorg - self.origin);
- olddir = normalize(self.velocity); // get my current direction
- dist = vlen(eorg - self.origin);
+ entity e = self.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
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
- if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
+ if ((autocvar_g_monster_mage_attack_spike_smart) && vdist(eorg - self.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist))
{
// Is it a better idea (shorter distance) to trace to the target itself?
- if ( vlen(self.origin + olddir * self.wait) < dist)
+ if ( vlen2(self.origin + olddir * self.wait) < vlen2(eorg - self.origin))
traceline(self.origin, self.origin + olddir * self.wait, false, self);
else
traceline(self.origin, eorg, false, self);
desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
}
- newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
+ 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
}
- else
- dist = 0;
///////////////
UpdateCSQCProjectile(self);
}
-void M_Mage_Attack_Spike()
-{SELFPARAM();
- entity missile;
- vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-
- makevectors(self.angles);
+void M_Mage_Attack_Spike(entity this, vector dir)
+{
+ makevectors(this.angles);
- missile = spawn ();
- missile.owner = missile.realowner = self;
+ entity missile = spawn();
+ missile.owner = missile.realowner = this;
missile.think = M_Mage_Attack_Spike_Think;
missile.ltime = time + 7;
missile.nextthink = time;
missile.solid = SOLID_BBOX;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.flags = FL_PROJECTILE;
- setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
- setsize (missile, '0 0 0', '0 0 0');
+ 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;
missile.avelocity = '300 300 300';
- missile.enemy = self.enemy;
+ missile.enemy = this.enemy;
missile.touch = M_Mage_Attack_Spike_Touch;
- self.mage_spike = missile;
+ this.mage_spike = missile;
CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
}
-void M_Mage_Defend_Heal()
-{SELFPARAM();
+void M_Mage_Defend_Heal(entity this)
+{
entity head;
float washealed = false;
- for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(head))
+ for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
{
washealed = true;
string fx = "";
if(IS_PLAYER(head))
{
- switch(self.skin)
+ switch(this.skin)
{
case 0:
if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
}
break;
case 3:
- head.health = bound(0, head.health - ((head == self) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
+ head.health = bound(0, head.health - ((head == this) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
fx = EFFECT_RAGE.eent_eff_name;
break;
}
if(washealed)
{
- setanim(self, self.anim_shoot, true, true, true);
- self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
- self.anim_finished = time + 1.5;
+ setanim(this, this.anim_shoot, true, true, true);
+ this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+ this.anim_finished = time + 1.5;
}
}
-void M_Mage_Attack_Push()
-{SELFPARAM();
- sound(self, CH_SHOTS, W_Sound("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);
- Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
+void M_Mage_Attack_Push(entity this)
+{
+ sound(this, CH_SHOTS, SND_TAGEXP1, 1, ATTEN_NORM);
+ RadiusDamage (this, this, (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, this.enemy);
+ Send_Effect(EFFECT_TE_EXPLOSION, this.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);
+ setanim(this, this.anim_shoot, true, true, true);
+ this.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;
+void M_Mage_Attack_Teleport(entity this, entity targ)
+{
+ if(!targ) return;
+ if(vdist(targ.origin - this.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), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
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));
+ vector newpos = targ.origin + ((v_forward * -1) * 200);
+
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
+
+ setorigin(this, newpos);
+
+ vector a = vectoangles(targ.origin - this.origin);
+ a.x = -a.x;
+ this.angles_x = a.x;
+ this.angles_y = a.y;
+ this.fixangle = true;
+ this.velocity *= 0.5;
- self.attack_finished_single = time + 0.2;
+ this.attack_finished_single[0] = time + 0.2;
}
-void M_Mage_Defend_Shield_Remove()
-{SELFPARAM();
- self.effects &= ~(EF_ADDITIVE | EF_BLUE);
- self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+void M_Mage_Defend_Shield_Remove(entity this)
+{
+ this.effects &= ~(EF_ADDITIVE | EF_BLUE);
+ this.armorvalue = autocvar_g_monsters_armor_blockpercent;
}
-void M_Mage_Defend_Shield()
-{SELFPARAM();
- self.effects |= (EF_ADDITIVE | EF_BLUE);
- self.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
- 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.anim_finished = time + 1;
+void M_Mage_Defend_Shield(entity this)
+{
+ this.effects |= (EF_ADDITIVE | EF_BLUE);
+ this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
+ this.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
+ this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
+ setanim(this, this.anim_shoot, true, true, true);
+ this.attack_finished_single[0] = time + 1;
+ this.anim_finished = time + 1;
}
-float M_Mage_Attack(float attack_type)
-{SELFPARAM();
+bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+{
+ .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, actor, weaponentity, 2);
return true;
}
}
case MONSTER_ATTACK_RANGED:
{
- if(!self.mage_spike)
+ if(!actor.mage_spike)
{
if(random() <= 0.4)
{
- M_Mage_Attack_Teleport();
+ OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
+ off.offhand_think(off, actor, 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.anim_finished = time + 1;
- Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike);
+ setanim(actor, actor.anim_shoot, true, true, true);
+ actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+ actor.anim_finished = time + 1;
+ Weapon wep = WEP_MAGE_SPIKE;
+ wep.wr_think(wep, actor, weaponentity, 1);
return true;
}
}
- if(self.mage_spike)
+ if(actor.mage_spike)
return true;
else
return false;
return false;
}
-void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
#endif // SVQC
-bool M_Mage(int req)
-{SELFPARAM();
- switch(req)
- {
- #ifdef SVQC
- case MR_THINK:
- {
- entity head;
- bool need_help = false;
-
- for(head = world; (head = findfloat(head, iscreature, true)); )
- if(head != self)
- if(vlen(head.origin - self.origin) <= (autocvar_g_monster_mage_heal_range))
- if(M_Mage_Defend_Heal_Check(head))
- {
- need_help = true;
- break;
- }
-
- if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
- if(time >= self.attack_finished_single)
- if(random() < 0.5)
- M_Mage_Defend_Heal();
+#ifdef SVQC
+METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
+{
+ TC(Mage, thismon);
+ bool need_help = false;
+
+ FOREACH_ENTITY_FLOAT(iscreature, true,
+ {
+ if(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)
+ M_Mage_Defend_Heal(actor);
+
+ if(time >= actor.mage_shield_time && actor.armorvalue)
+ M_Mage_Defend_Shield_Remove(actor);
+
+ if(actor.enemy)
+ if(actor.health < actor.max_health)
+ if(time >= actor.mage_shield_delay)
+ if(random() < 0.5)
+ M_Mage_Defend_Shield(actor);
+
+ return true;
+}
- if(time >= self.mage_shield_time && self.armorvalue)
- M_Mage_Defend_Shield_Remove();
+METHOD(Mage, mr_pain, bool(Mage this, entity actor))
+{
+ TC(Mage, this);
+ return true;
+}
- if(self.enemy)
- if(self.health < self.max_health)
- if(time >= self.mage_shield_delay)
- if(random() < 0.5)
- M_Mage_Defend_Shield();
+METHOD(Mage, mr_death, bool(Mage this, entity actor))
+{
+ TC(Mage, this);
+ setanim(actor, actor.anim_die1, false, true, true);
+ return true;
+}
- return true;
- }
- case MR_PAIN:
- {
- return true;
- }
- case MR_DEATH:
- {
- setanim(self, self.anim_die1, false, true, true);
- return true;
- }
- #endif
- #ifndef MENUQC
- case MR_ANIM:
- {
- vector none = '0 0 0';
- self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
- self.anim_walk = animfixfps(self, '1 1 1', none);
- self.anim_idle = animfixfps(self, '0 1 1', none);
- self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
- self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
- self.anim_run = animfixfps(self, '5 1 1', none);
-
- return true;
- }
- #endif
- #ifdef SVQC
- case MR_SETUP:
- {
- if(!self.health) self.health = (autocvar_g_monster_mage_health);
- if(!self.speed) { self.speed = (autocvar_g_monster_mage_speed_walk); }
- if(!self.speed2) { self.speed2 = (autocvar_g_monster_mage_speed_run); }
- if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_mage_speed_stop); }
- if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
+#endif
+#ifndef MENUQC
+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_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '5 1 1', none);
+ 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.health) actor.health = (autocvar_g_monster_mage_health);
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
- self.monster_loot = spawnfunc_item_health_large;
- self.monster_attackfunc = M_Mage_Attack;
+ actor.monster_loot = spawnfunc_item_health_large;
+ actor.monster_attackfunc = M_Mage_Attack;
- return true;
- }
- case MR_PRECACHE:
- {
- return true;
- }
- #endif
- }
+ return true;
+}
- return true;
+METHOD(Mage, mr_precache, bool(Mage this))
+{
+ TC(Mage, this);
+ return true;
}
+#endif
+
+#endif