-#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
- ATTRIB(Mage, m_model, Model, MDL_MON_MAGE);
-#endif
- ATTRIB(Mage, netname, string, "mage");
- ATTRIB(Mage, monster_name, string, _("Mage"));
-ENDCLASS(Mage)
-
-REGISTER_MONSTER(MAGE, NEW(Mage)) {
-#ifndef MENUQC
- 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
+#include "mage.qh"
#ifdef SVQC
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, weaponentity, 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);
bool M_Mage_Defend_Heal_Check(entity this, entity targ)
{
- if(targ == world)
+ if(targ == NULL)
return false;
if(targ.health <= 0)
return false;
return false;
}
-void M_Mage_Attack_Spike_Explode(entity this)
+void M_Mage_Attack_Spike_Explode(entity this, entity directhitentity)
{
this.event_damage = func_null;
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, directhitentity);
- remove (this);
+ delete (this);
}
-void M_Mage_Attack_Spike_Touch(entity this)
+void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH(this);
+ PROJECTILE_TOUCH(this, toucher);
- M_Mage_Attack_Spike_Explode(this);
+ M_Mage_Attack_Spike_Explode(this, toucher);
}
.float wait;
{
if (time > this.ltime || (this.enemy && this.enemy.health <= 0) || this.owner.health <= 0) {
this.projectiledeathtype |= HITTYPE_SPLASH;
- M_Mage_Attack_Spike_Explode(this);
+ M_Mage_Attack_Spike_Explode(this, NULL);
}
float spd = vlen(this.velocity);
spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
);
- if (this.enemy != world)
+ if (this.enemy != NULL)
if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
- this.enemy = world;
+ this.enemy = NULL;
- if (this.enemy != world)
+ if (this.enemy != NULL)
{
entity e = this.enemy;
vector eorg = 0.5 * (e.absmin + e.absmax);
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
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 itthis?
+ // Is it a better idea (shorter distance) to trace to the target itself?
if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
missile.ltime = time + 7;
missile.nextthink = time;
missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
+ IL_PUSH(g_projectiles, missile);
+ IL_PUSH(g_bot_dodge, missile);
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;
void M_Mage_Defend_Heal(entity this)
{
- entity head;
float washealed = false;
- for(head = findradius(this.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(this, head))
+ FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
{
washealed = true;
string fx = "";
- if(IS_PLAYER(head))
+ if(IS_PLAYER(it))
{
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);
+ if(it.health < autocvar_g_balance_health_regenstable) it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
fx = EFFECT_HEALING.eent_eff_name;
break;
case 1:
- if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
- if(head.ammo_plasma) head.ammo_plasma = bound(head.ammo_plasma, head.ammo_plasma + 1, g_pickup_plasma_max);
- if(head.ammo_rockets) head.ammo_rockets = bound(head.ammo_rockets, head.ammo_rockets + 1, g_pickup_rockets_max);
- if(head.ammo_shells) head.ammo_shells = bound(head.ammo_shells, head.ammo_shells + 2, g_pickup_shells_max);
- if(head.ammo_nails) head.ammo_nails = bound(head.ammo_nails, head.ammo_nails + 5, g_pickup_nails_max);
+ if(it.ammo_cells) it.ammo_cells = bound(it.ammo_cells, it.ammo_cells + 1, g_pickup_cells_max);
+ if(it.ammo_plasma) it.ammo_plasma = bound(it.ammo_plasma, it.ammo_plasma + 1, g_pickup_plasma_max);
+ if(it.ammo_rockets) it.ammo_rockets = bound(it.ammo_rockets, it.ammo_rockets + 1, g_pickup_rockets_max);
+ if(it.ammo_shells) it.ammo_shells = bound(it.ammo_shells, it.ammo_shells + 2, g_pickup_shells_max);
+ if(it.ammo_nails) it.ammo_nails = bound(it.ammo_nails, it.ammo_nails + 5, g_pickup_nails_max);
fx = "ammoregen_fx";
break;
case 2:
- if(head.armorvalue < autocvar_g_balance_armor_regenstable)
+ if(it.armorvalue < autocvar_g_balance_armor_regenstable)
{
- head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
+ it.armorvalue = bound(0, it.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
fx = "armorrepair_fx";
}
break;
case 3:
- 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);
+ it.health = bound(0, it.health - ((it == 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;
}
- Send_Effect_(fx, head.origin, '0 0 0', 1);
+ Send_Effect_(fx, it.origin, '0 0 0', 1);
}
else
{
- Send_Effect(EFFECT_HEALING, head.origin, '0 0 0', 1);
- head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
- if(!(head.spawnflags & MONSTERFLAG_INVINCIBLE) && head.sprite)
- WaypointSprite_UpdateHealth(head.sprite, head.health);
+ Send_Effect(EFFECT_HEALING, it.origin, '0 0 0', 1);
+ it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), it.max_health);
+ if(!(it.spawnflags & MONSTERFLAG_INVINCIBLE) && it.sprite)
+ WaypointSprite_UpdateHealth(it.sprite, it.health);
}
- }
+ });
if(washealed)
{
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);
this.anim_finished = time + 1;
}
-bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
- .entity weaponentity = weaponentities[0];
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
return false;
}
-spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, true, MON_MAGE.monsterid); }
#endif // SVQC
TC(Mage, thismon);
bool need_help = false;
- FOREACH_ENTITY_FLOAT(iscreature, true,
+ FOREACH_CLIENT(IS_PLAYER(it) && it != actor,
{
- if(it != actor)
- if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
+ if(vdist(it.origin - actor.origin, <=, autocvar_g_monster_mage_heal_range))
if(M_Mage_Defend_Heal_Check(actor, it))
{
need_help = true;
}
});
+ if(!need_help)
+ {
+ IL_EACH(g_monsters, 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)
}
#endif
-#ifndef MENUQC
+#ifdef GAMEQC
METHOD(Mage, mr_anim, bool(Mage this, entity actor))
{
TC(Mage, this);
#endif
#ifdef SVQC
.float speed;
-spawnfunc(item_health_large);
+spawnfunc(item_health_big);
METHOD(Mage, mr_setup, bool(Mage this, entity actor))
{
TC(Mage, this);
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_large;
+ actor.monster_loot = spawnfunc_item_health_big;
actor.monster_attackfunc = M_Mage_Attack;
return true;
return true;
}
#endif
-
-#endif