X-Git-Url: https://git.xonotic.org/?a=blobdiff_plain;f=qcsrc%2Fcommon%2Fmonsters%2Fmonster%2Fmage.qc;h=44d7121fcd42c6def17b5fd4b4c5350e98cbdd0b;hb=6a611fb362129440369cb09a590023d6292102e9;hp=c71e8c911ccfa1dde53e7aa85c926437fba453b8;hpb=9f70bdba9a6fb2c06324be13504341da967f7028;p=xonotic%2Fxonotic-data.pk3dir.git diff --git a/qcsrc/common/monsters/monster/mage.qc b/qcsrc/common/monsters/monster/mage.qc index c71e8c911..44d7121fc 100644 --- a/qcsrc/common/monsters/monster/mage.qc +++ b/qcsrc/common/monsters/monster/mage.qc @@ -42,12 +42,14 @@ REGISTER_WEAPON(MAGE_SPIKE, NEW(MageSpike)); 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)) { +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); + 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); @@ -65,6 +67,7 @@ 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; @@ -119,7 +122,7 @@ void M_Mage_Defend_Shield(entity this); bool M_Mage_Defend_Heal_Check(entity this, entity targ) { - if(targ == world) + if(targ == NULL) return false; if(targ.health <= 0) return false; @@ -149,75 +152,75 @@ void M_Mage_Attack_Spike_Explode(entity this) sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM); - this.realowner.mage_spike = world; + this.realowner.mage_spike = NULL; 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); + 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), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, other); remove (this); } -void M_Mage_Attack_Spike_Touch() +void M_Mage_Attack_Spike_Touch(entity this) { - PROJECTILE_TOUCH; + PROJECTILE_TOUCH(this); - M_Mage_Attack_Spike_Explode(self); + M_Mage_Attack_Spike_Explode(this); } .float wait; // copied from W_Seeker_Think -void M_Mage_Attack_Spike_Think() -{SELFPARAM(); - if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) { - self.projectiledeathtype |= HITTYPE_SPLASH; - M_Mage_Attack_Spike_Explode(self); +void M_Mage_Attack_Spike_Think(entity this) +{ + if (time > this.ltime || (this.enemy && this.enemy.health <= 0) || this.owner.health <= 0) { + this.projectiledeathtype |= HITTYPE_SPLASH; + M_Mage_Attack_Spike_Explode(this); } - float spd = vlen(self.velocity); + float spd = vlen(this.velocity); spd = bound( spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime, (autocvar_g_monster_mage_attack_spike_speed_max), spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime ); - if (self.enemy != world) - if (self.enemy.takedamage != DAMAGE_AIM || IS_DEAD(self.enemy)) - self.enemy = world; + if (this.enemy != NULL) + if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy)) + this.enemy = NULL; - if (self.enemy != world) + if (this.enemy != NULL) { - entity e = self.enemy; + entity e = this.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 + vector desireddir = normalize(eorg - this.origin); + vector olddir = normalize(this.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) && vdist(eorg - self.origin, >, autocvar_g_monster_mage_attack_spike_smart_mindist)) + 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 itself? - if ( vlen2(self.origin + olddir * self.wait) < vlen2(eorg - self.origin)) - traceline(self.origin, self.origin + olddir * self.wait, false, self); + // Is it a better idea (shorter distance) to trace to the target itthis? + if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin)) + traceline(this.origin, this.origin + olddir * this.wait, false, this); else - traceline(self.origin, eorg, false, self); + traceline(this.origin, eorg, false, this); // Setup adaptive tracelength - self.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max)); + this.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max)); // Calc how important it is that we turn and add this to the desierd (enemy) dir. desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5); } 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 + this.velocity = newdir * spd; // make me fly in the new direction at my flight speed } /////////////// - //self.angles = vectoangles(self.velocity); // turn model in the new flight direction - self.nextthink = time;// + 0.05; // csqc projectiles - UpdateCSQCProjectile(self); + //this.angles = vectoangles(this.velocity); // turn model in the new flight direction + this.nextthink = time;// + 0.05; // csqc projectiles + UpdateCSQCProjectile(this); } void M_Mage_Attack_Spike(entity this, vector dir) @@ -226,7 +229,7 @@ void M_Mage_Attack_Spike(entity this, vector dir) entity missile = spawn(); missile.owner = missile.realowner = this; - missile.think = M_Mage_Attack_Spike_Think; + setthink(missile, M_Mage_Attack_Spike_Think); missile.ltime = time + 7; missile.nextthink = time; missile.solid = SOLID_BBOX; @@ -237,7 +240,7 @@ void M_Mage_Attack_Spike(entity this, vector dir) missile.velocity = dir * 400; missile.avelocity = '300 300 300'; missile.enemy = this.enemy; - missile.touch = M_Mage_Attack_Spike_Touch; + settouch(missile, M_Mage_Attack_Spike_Touch); this.mage_spike = missile; @@ -304,7 +307,7 @@ void M_Mage_Defend_Heal(entity this) 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); + RadiusDamage (this, this, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), NULL, NULL, (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(this, this.anim_shoot, true, true, true); @@ -326,7 +329,7 @@ void M_Mage_Attack_Teleport(entity this, entity targ) 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); @@ -411,6 +414,7 @@ spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); } #ifdef SVQC METHOD(Mage, mr_think, bool(Mage thismon, entity actor)) { + TC(Mage, thismon); bool need_help = false; FOREACH_ENTITY_FLOAT(iscreature, true, @@ -441,21 +445,24 @@ METHOD(Mage, mr_think, bool(Mage thismon, entity actor)) return true; } -METHOD(Mage, mr_pain, bool(Mage thismon, entity actor)) +METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype)) { - return true; + TC(Mage, this); + return damage_take; } -METHOD(Mage, mr_death, bool(Mage thismon, entity actor)) +METHOD(Mage, mr_death, bool(Mage this, entity actor)) { + TC(Mage, this); setanim(actor, actor.anim_die1, false, true, true); return true; } #endif #ifndef MENUQC -METHOD(Mage, mr_anim, bool(Mage thismon, entity actor)) +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); @@ -469,8 +476,9 @@ METHOD(Mage, mr_anim, bool(Mage thismon, entity actor)) #ifdef SVQC .float speed; spawnfunc(item_health_large); -METHOD(Mage, mr_setup, bool(Mage thismon, entity actor)) +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); } @@ -483,8 +491,9 @@ METHOD(Mage, mr_setup, bool(Mage thismon, entity actor)) return true; } -METHOD(Mage, mr_precache, bool(Mage thismon)) +METHOD(Mage, mr_precache, bool(Mage this)) { + TC(Mage, this); return true; } #endif