REGISTER_MONSTER(
/* MON_##id */ MAGE,
/* function */ m_mage,
-/* spawnflags */ 0,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
/* mins,maxs */ '-36 -36 -24', '36 36 50',
/* model */ "mage.dpm",
/* netname */ "mage",
void() mage_heal;
void() mage_shield;
-void() mage_shield_die;
float friend_needshelp(entity e)
{
return FALSE;
if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
return FALSE;
- if(IsDifferentTeam(e, self))
+ if(DIFF_TEAM(e, self) && e != self.monster_owner)
return FALSE;
if(e.frozen)
return FALSE;
void mageattack_melee()
{
- monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), 0.3, DEATH_MONSTER_MAGE, TRUE);
+ monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), mage_anim_attack, self.attack_range, MON_CVAR(mage, attack_melee_delay) - 0.2, DEATH_MONSTER_MAGE, TRUE);
}
void mage_grenade_explode()
{
pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_grenade_damage), MON_CVAR(mage, attack_grenade_edgedamage), MON_CVAR(mage, attack_grenade_radius), world, MON_CVAR(mage, attack_grenade_force), DEATH_MONSTER_MAGE, other);
remove(self);
}
{
self.event_damage = func_null;
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+ sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_spike_damage), MON_CVAR(mage, attack_spike_damage) * 0.5, MON_CVAR(mage, attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
if(washealed)
{
- monsters_setframe(mage_anim_attack);
+ self.frame = mage_anim_attack;
self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
}
}
-void mage_shield_die()
+void mage_shield_think()
{
- if not(self.weaponentity)
- return; // why would this be called without a shield?
-
- self.armorvalue = 1;
-
- remove(self.weaponentity);
-
- self.weaponentity = world;
+ self.nextthink = time;
+
+ if(time >= self.ltime || self.owner.health <= 0)
+ {
+ self.owner.armorvalue = 0;
+ self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
+ remove(self);
+ return;
+ }
}
void mage_shield()
shield.owner = self;
shield.team = self.team;
shield.ltime = time + MON_CVAR(mage, shield_time);
- shield.health = 70;
shield.classname = "shield";
shield.effects = EF_ADDITIVE;
shield.movetype = MOVETYPE_NOCLIP;
shield.solid = SOLID_TRIGGER;
shield.avelocity = '7 0 11';
shield.scale = self.scale * 0.6;
+ shield.think = mage_shield_think;
+ shield.nextthink = time;
setattachment(shield, self, "");
setmodel(shield, "models/ctf/shield.md3");
setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
- self.weaponentity = shield;
-
self.lastshielded = time + MON_CVAR(mage, shield_delay);
- monsters_setframe(mage_anim_attack);
+ self.frame = mage_anim_attack;
self.attack_finished_single = time + 1;
- self.armorvalue = MON_CVAR(mage, shield_blockpercent) / 100;
+ self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
+ self.armorvalue = self.health;
}
float mage_attack(float attack_type)
{
case MONSTER_ATTACK_MELEE:
{
- monsters_setframe(mage_anim_attack);
+ self.frame = mage_anim_attack;
self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
defer(0.2, mageattack_melee);
return TRUE;
}
- monsters_setframe(mage_anim_attack);
+ self.frame = mage_anim_attack;
self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
defer(0.2, mage_spike);
need_help = TRUE;
break; // found 1 player near us who is low on health
}
-
- if(self.weaponentity)
- if(time >= self.weaponentity.ltime)
- mage_shield_die();
if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
if(time >= self.attack_finished_single)
}
case MR_DEATH:
{
- monsters_setframe(mage_anim_death);
+ self.frame = mage_anim_death;
return TRUE;
}
case MR_SETUP:
self.monster_loot = spawnfunc_item_health_large;
self.monster_attackfunc = mage_attack;
- monsters_setframe(mage_anim_walk);
+ self.frame = mage_anim_walk;
return TRUE;
}
- case MR_INIT:
+ case MR_PRECACHE:
{
- // nothing
+ precache_model ("models/monsters/mage.dpm");
+ precache_model ("models/items/g_h50.md3");
+ precache_model ("models/ctf/shield.md3");
+ precache_sound ("weapons/grenade_impact.wav");
return TRUE;
}
case MR_CONFIG:
{
switch(req)
{
- case MR_DEATH:
- {
- // nothing
- return TRUE;
- }
- case MR_INIT:
+ case MR_PRECACHE:
{
precache_model ("models/monsters/mage.dpm");
return TRUE;