1 const vector MAGE_MIN = '-36 -36 -24';
2 const vector MAGE_MAX = '36 36 50';
4 string MAGE_MODEL = "models/monsters/mage.dpm";
7 float autocvar_g_monster_mage;
8 float autocvar_g_monster_mage_health;
9 float autocvar_g_monster_mage_speed;
10 float autocvar_g_monster_mage_attack_spike_damage;
11 float autocvar_g_monster_mage_attack_spike_radius;
12 float autocvar_g_monster_mage_attack_spike_delay;
13 float autocvar_g_monster_mage_attack_melee_damage;
14 float autocvar_g_monster_mage_attack_melee_delay;
15 float autocvar_g_monster_mage_heal_self;
16 float autocvar_g_monster_mage_heal_friends;
17 float autocvar_g_monster_mage_heal_minhealth;
18 float autocvar_g_monster_mage_heal_range;
19 float autocvar_g_monster_mage_heal_delay;
20 float autocvar_g_monster_mage_shield_time;
21 float autocvar_g_monster_mage_shield_delay;
22 float autocvar_g_monster_mage_shield_blockpercent;
23 float autocvar_g_monster_mage_attack_grenade_damage;
24 float autocvar_g_monster_mage_attack_grenade_edgedamage;
25 float autocvar_g_monster_mage_attack_grenade_radius;
26 float autocvar_g_monster_mage_attack_grenade_lifetime;
27 float autocvar_g_monster_mage_attack_grenade_force;
28 float autocvar_g_monster_mage_attack_grenade_chance;
30 const float mage_anim_idle = 0;
31 const float mage_anim_walk = 1;
32 const float mage_anim_attack = 2;
33 const float mage_anim_pain = 3;
34 const float mage_anim_death = 4;
35 const float mage_anim_run = 5;
39 void() mage_shield_die;
41 float friend_needshelp(entity e)
47 if(vlen(e.origin - self.origin) > autocvar_g_monster_mage_heal_range)
49 if(IsDifferentTeam(e, self))
54 return (e.health < e.max_health);
60 if(e.health < autocvar_g_balance_health_regenstable)
66 if(e.ammo_cells < g_pickup_cells_max || e.ammo_rockets < g_pickup_rockets_max || e.ammo_nails < g_pickup_nails_max || e.ammo_shells < g_pickup_shells_max)
72 if(e.armorvalue < autocvar_g_balance_armor_regenstable)
90 float need_help = FALSE;
93 if(friend_needshelp(head))
96 break; // found 1 player near us who is low on health
99 FOR_EACH_MONSTER(head)
101 if(friend_needshelp(head))
104 break; // found 1 player near us who is low on health
107 self.think = mage_think;
108 self.nextthink = time + self.ticrate;
110 if(self.weaponentity)
111 if(time >= self.weaponentity.ltime)
114 if(self.health < autocvar_g_monster_mage_heal_minhealth || need_help)
115 if(time >= self.attack_finished_single)
120 if(self.health < self.max_health)
121 if(time >= self.lastshielded)
125 monster_move(autocvar_g_monster_mage_speed, autocvar_g_monster_mage_speed, 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
128 void mageattack_melee()
130 monster_melee(self.enemy, autocvar_g_monster_mage_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
133 self.monster_delayedattack = func_null;
136 void mage_grenade_explode()
138 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
140 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
141 RadiusDamage (self, self.realowner, autocvar_g_monster_mage_attack_grenade_damage, autocvar_g_monster_mage_attack_grenade_edgedamage, autocvar_g_monster_mage_attack_grenade_radius, world, autocvar_g_monster_mage_attack_grenade_force, DEATH_MONSTER_MAGE, other);
145 void mage_grenade_touch()
150 mage_grenade_explode();
155 void mage_throw_itemgrenade()
157 makevectors(self.angles);
159 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_mage_attack_grenade_damage);
160 w_shotdir = v_forward; // no TrueAim for grenades please
162 entity gren = spawn ();
163 gren.owner = gren.realowner = self;
164 gren.classname = "grenade";
165 gren.bot_dodge = FALSE;
166 gren.movetype = MOVETYPE_BOUNCE;
167 gren.solid = SOLID_TRIGGER;
168 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
169 setorigin(gren, w_shotorg);
170 setsize(gren, '-64 -64 -64', '64 64 64');
172 gren.nextthink = time + autocvar_g_monster_mage_attack_grenade_lifetime;
173 gren.think = mage_grenade_explode;
174 gren.use = mage_grenade_explode;
175 gren.touch = mage_grenade_touch;
177 gren.missile_flags = MIF_SPLASH | MIF_ARC;
178 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_mage_attack_grenade);
180 gren.flags = FL_PROJECTILE;
182 setmodel(gren, "models/items/g_h50.md3");
184 self.attack_finished_single = time + 1.5;
187 void mage_spike_explode()
189 self.event_damage = func_null;
191 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
192 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, 0, DEATH_MONSTER_MAGE, other);
197 void mage_spike_touch()
201 mage_spike_explode();
204 void mage_spike_think()
206 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
208 mage_spike_explode();
212 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
214 UpdateCSQCProjectile(self);
216 if (monster_skill == 3)
217 self.velocity = dir * 350;
219 self.velocity = dir * 250;
221 self.nextthink = time + 0.2;
222 self.think = mage_spike_think;
228 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
231 self.monster_delayedattack = func_null;
233 makevectors(self.angles);
236 missile.owner = missile.realowner = self;
237 missile.think = mage_spike_think;
238 missile.ltime = time + 7;
239 missile.nextthink = time;
240 missile.solid = SOLID_BBOX;
241 missile.movetype = MOVETYPE_FLYMISSILE;
242 missile.flags = FL_PROJECTILE;
243 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
244 setsize (missile, '0 0 0', '0 0 0');
245 missile.velocity = dir * 400;
246 missile.avelocity = '300 300 300';
247 missile.enemy = self.enemy;
248 missile.touch = mage_spike_touch;
250 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
256 float washealed = FALSE;
258 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
267 if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_health_regenstable);
271 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
272 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
273 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
274 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
278 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
280 head.armorvalue = bound(0, head.armorvalue + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_armor_regenstable);
281 fx = "armorrepair_fx";
285 head.health = bound(0, head.health - ((head == self) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_friends), autocvar_g_balance_health_regenstable);
290 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
294 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
295 head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, head.max_health);
296 WaypointSprite_UpdateHealth(head.sprite, head.health);
302 monsters_setframe(mage_anim_attack);
303 self.attack_finished_single = time + autocvar_g_monster_mage_heal_delay;
307 void mage_shield_die()
309 if not(self.weaponentity)
310 return; // why would this be called without a shield?
314 remove(self.weaponentity);
316 self.weaponentity = world;
321 if(self.weaponentity)
322 return; // already have a shield
324 entity shield = spawn();
327 shield.team = self.team;
328 shield.ltime = time + autocvar_g_monster_mage_shield_time;
330 shield.classname = "shield";
331 shield.effects = EF_ADDITIVE;
332 shield.movetype = MOVETYPE_NOCLIP;
333 shield.solid = SOLID_TRIGGER;
334 shield.avelocity = '7 0 11';
335 shield.scale = self.scale * 0.6;
337 setattachment(shield, self, "");
338 setmodel(shield, "models/ctf/shield.md3");
339 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
341 self.weaponentity = shield;
343 self.lastshielded = time + autocvar_g_monster_mage_shield_delay;
345 monsters_setframe(mage_anim_attack);
346 self.attack_finished_single = time + 1;
348 self.armorvalue = autocvar_g_monster_mage_shield_blockpercent / 100;
351 float mage_attack(float attack_type)
355 case MONSTER_ATTACK_MELEE:
357 self.monster_delayedattack = mageattack_melee;
358 self.delay = time + 0.2;
359 monsters_setframe(mage_anim_attack);
360 self.attack_finished_single = time + autocvar_g_monster_mage_attack_melee_delay;
364 case MONSTER_ATTACK_RANGED:
366 if(random() < autocvar_g_monster_mage_attack_grenade_chance / 100)
368 mage_throw_itemgrenade();
372 monsters_setframe(mage_anim_attack);
373 self.delay = time + 0.2;
374 self.attack_finished_single = time + autocvar_g_monster_mage_attack_spike_delay;
375 self.monster_delayedattack = mage_spike;
386 Monster_CheckDropCvars ("mage");
388 self.think = monster_dead_think;
389 self.nextthink = time + self.ticrate;
390 self.ltime = time + 5;
391 monsters_setframe(mage_anim_death);
393 monster_hook_death(); // for post-death mods
399 self.health = autocvar_g_monster_mage_health;
401 self.damageforcescale = 0.003;
402 self.classname = "monster_mage";
403 self.monster_attackfunc = mage_attack;
404 self.nextthink = time + random() * 0.5 + 0.1;
405 self.think = mage_think;
407 monsters_setframe(mage_anim_walk);
409 monster_setupsounds("mage");
411 monster_hook_spawn(); // for post-spawn mods
414 void spawnfunc_monster_mage()
416 if not(autocvar_g_monster_mage) { remove(self); return; }
418 self.monster_spawnfunc = spawnfunc_monster_mage;
420 if(Monster_CheckAppearFlags(self))
423 if not (monster_initialize(
424 "Mage", MONSTER_MAGE,
427 mage_die, mage_spawn))
434 // compatibility with old spawns
435 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }