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);
55 if(e.items & IT_INVINCIBLE)
62 if(e.health < autocvar_g_balance_health_regenstable)
68 if((e.ammo_cells && e.ammo_cells < g_pickup_cells_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))
74 if(e.armorvalue < autocvar_g_balance_armor_regenstable)
92 float need_help = FALSE;
95 if(friend_needshelp(head))
98 break; // found 1 player near us who is low on health
101 FOR_EACH_MONSTER(head)
103 if(friend_needshelp(head))
106 break; // found 1 player near us who is low on health
109 self.think = mage_think;
110 self.nextthink = time + self.ticrate;
112 if(self.weaponentity)
113 if(time >= self.weaponentity.ltime)
116 if(self.health < autocvar_g_monster_mage_heal_minhealth || need_help)
117 if(time >= self.attack_finished_single)
122 if(self.health < self.max_health)
123 if(time >= self.lastshielded)
127 monster_move(autocvar_g_monster_mage_speed, autocvar_g_monster_mage_speed, 50, mage_anim_walk, mage_anim_run, mage_anim_idle);
130 void mageattack_melee()
132 monster_melee(self.enemy, autocvar_g_monster_mage_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
135 void mage_grenade_explode()
137 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
139 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
140 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);
144 void mage_grenade_touch()
149 mage_grenade_explode();
154 void mage_throw_itemgrenade()
156 makevectors(self.angles);
158 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_mage_attack_grenade_damage);
159 w_shotdir = v_forward; // no TrueAim for grenades please
161 entity gren = spawn ();
162 gren.owner = gren.realowner = self;
163 gren.classname = "grenade";
164 gren.bot_dodge = FALSE;
165 gren.movetype = MOVETYPE_BOUNCE;
166 gren.solid = SOLID_TRIGGER;
167 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
168 setorigin(gren, w_shotorg);
169 setsize(gren, '-64 -64 -64', '64 64 64');
171 gren.nextthink = time + autocvar_g_monster_mage_attack_grenade_lifetime;
172 gren.think = mage_grenade_explode;
173 gren.use = mage_grenade_explode;
174 gren.touch = mage_grenade_touch;
176 gren.missile_flags = MIF_SPLASH | MIF_ARC;
177 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_mage_attack_grenade);
179 gren.flags = FL_PROJECTILE;
181 setmodel(gren, "models/items/g_h50.md3");
183 self.attack_finished_single = time + 1.5;
186 void mage_spike_explode()
188 self.event_damage = func_null;
190 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
191 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);
196 void mage_spike_touch()
200 mage_spike_explode();
203 void mage_spike_think()
205 if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
207 mage_spike_explode();
211 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
213 UpdateCSQCProjectile(self);
215 if (monster_skill == 3)
216 self.velocity = dir * 350;
218 self.velocity = dir * 250;
220 self.nextthink = time + 0.2;
221 self.think = mage_spike_think;
227 vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
229 makevectors(self.angles);
232 missile.owner = missile.realowner = self;
233 missile.think = mage_spike_think;
234 missile.ltime = time + 7;
235 missile.nextthink = time;
236 missile.solid = SOLID_BBOX;
237 missile.movetype = MOVETYPE_FLYMISSILE;
238 missile.flags = FL_PROJECTILE;
239 setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
240 setsize (missile, '0 0 0', '0 0 0');
241 missile.velocity = dir * 400;
242 missile.avelocity = '300 300 300';
243 missile.enemy = self.enemy;
244 missile.touch = mage_spike_touch;
246 CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
252 float washealed = FALSE;
254 for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
263 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);
267 if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
268 if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
269 if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
270 if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
274 if(head.armorvalue < autocvar_g_balance_armor_regenstable)
276 head.armorvalue = bound(0, head.armorvalue + autocvar_g_monster_mage_heal_friends, autocvar_g_balance_armor_regenstable);
277 fx = "armorrepair_fx";
281 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);
286 pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
290 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
291 head.health = bound(0, head.health + autocvar_g_monster_mage_heal_friends, head.max_health);
292 WaypointSprite_UpdateHealth(head.sprite, head.health);
298 monsters_setframe(mage_anim_attack);
299 self.attack_finished_single = time + autocvar_g_monster_mage_heal_delay;
303 void mage_shield_die()
305 if not(self.weaponentity)
306 return; // why would this be called without a shield?
310 remove(self.weaponentity);
312 self.weaponentity = world;
317 if(self.weaponentity)
318 return; // already have a shield
320 entity shield = spawn();
323 shield.team = self.team;
324 shield.ltime = time + autocvar_g_monster_mage_shield_time;
326 shield.classname = "shield";
327 shield.effects = EF_ADDITIVE;
328 shield.movetype = MOVETYPE_NOCLIP;
329 shield.solid = SOLID_TRIGGER;
330 shield.avelocity = '7 0 11';
331 shield.scale = self.scale * 0.6;
333 setattachment(shield, self, "");
334 setmodel(shield, "models/ctf/shield.md3");
335 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
337 self.weaponentity = shield;
339 self.lastshielded = time + autocvar_g_monster_mage_shield_delay;
341 monsters_setframe(mage_anim_attack);
342 self.attack_finished_single = time + 1;
344 self.armorvalue = autocvar_g_monster_mage_shield_blockpercent / 100;
347 float mage_attack(float attack_type)
351 case MONSTER_ATTACK_MELEE:
353 monsters_setframe(mage_anim_attack);
354 self.attack_finished_single = time + autocvar_g_monster_mage_attack_melee_delay;
355 defer(0.2, mageattack_melee);
359 case MONSTER_ATTACK_RANGED:
361 if(random() < autocvar_g_monster_mage_attack_grenade_chance / 100)
363 mage_throw_itemgrenade();
367 monsters_setframe(mage_anim_attack);
368 self.attack_finished_single = time + autocvar_g_monster_mage_attack_spike_delay;
369 defer(0.2, mage_spike);
380 Monster_CheckDropCvars ("mage");
382 self.think = monster_dead_think;
383 self.nextthink = time + self.ticrate;
384 self.ltime = time + 5;
385 monsters_setframe(mage_anim_death);
387 monster_hook_death(); // for post-death mods
393 self.health = autocvar_g_monster_mage_health;
395 self.damageforcescale = 0.003;
396 self.classname = "monster_mage";
397 self.monster_attackfunc = mage_attack;
398 self.nextthink = time + random() * 0.5 + 0.1;
399 self.think = mage_think;
401 monsters_setframe(mage_anim_walk);
403 monster_setupsounds("mage");
405 monster_hook_spawn(); // for post-spawn mods
408 void spawnfunc_monster_mage()
410 if not(autocvar_g_monster_mage) { remove(self); return; }
412 self.monster_spawnfunc = spawnfunc_monster_mage;
414 if(Monster_CheckAppearFlags(self))
417 if not (monster_initialize(
418 "Mage", MONSTER_MAGE,
421 mage_die, mage_spawn))
428 // compatibility with old spawns
429 void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }