.float mage_shield_time;
float M_Mage_Defend_Heal_Check(entity e)
-{
+{SELFPARAM();
if(e == world)
return false;
if(e.health <= 0)
}
void M_Mage_Attack_Spike_Explode()
-{
+{SELFPARAM();
self.event_damage = func_null;
- sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
self.realowner.mage_spike = world;
// copied from W_Seeker_Think
void M_Mage_Attack_Spike_Think()
-{
+{SELFPARAM();
entity e;
vector desireddir, olddir, newdir, eorg;
float turnrate;
}
void M_Mage_Attack_Spike()
-{
+{SELFPARAM();
entity missile;
vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
}
void M_Mage_Defend_Heal()
-{
+{SELFPARAM();
entity head;
float washealed = false;
}
void M_Mage_Attack_Push()
-{
- sound(self, CH_SHOTS, W_Sound("tagexp1"), 1, ATTEN_NORM);
+{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);
Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
}
void M_Mage_Attack_Teleport()
-{
+{SELFPARAM();
if(vlen(self.enemy.origin - self.origin) >= 500)
return;
}
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()
-{
+{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);
}
float M_Mage_Attack(float attack_type)
-{
+{SELFPARAM();
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
return false;
}
-void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(MON_MAGE.monsterid); }
#endif // SVQC
bool M_Mage(int req)
-{
+{SELFPARAM();
switch(req)
{
#ifdef SVQC
}
case MR_PRECACHE:
{
- precache_model("models/monsters/mage.dpm");
- precache_sound (W_Sound("grenade_impact"));
- precache_sound (W_Sound("tagexp1"));
return true;
}
#endif