]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Clean up monster death counter checks
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index e36cbf9bf2111c6e28025b75bff001245d72cd7a..597d2752546e9de86e095abf24ca34b354167fe7 100644 (file)
@@ -2,7 +2,7 @@
 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",
@@ -58,7 +58,6 @@ const float mage_anim_run             = 5;
 
 void() mage_heal;
 void() mage_shield;
-void() mage_shield_die;
 
 float friend_needshelp(entity e)
 {
@@ -68,7 +67,7 @@ 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;
@@ -90,14 +89,14 @@ float friend_needshelp(entity e)
 
 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);
 }
@@ -145,7 +144,7 @@ void mage_spike_explode()
 {
        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);
@@ -298,21 +297,22 @@ void mage_heal()
        
        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()
@@ -325,26 +325,26 @@ 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)
@@ -353,7 +353,7 @@ 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);
                        
@@ -367,7 +367,7 @@ float mage_attack(float attack_type)
                                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);
                        
@@ -416,10 +416,6 @@ float m_mage(float req)
                                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)
@@ -437,7 +433,7 @@ float m_mage(float req)
                }
                case MR_DEATH:
                {
-                       monsters_setframe(mage_anim_death);
+                       self.frame = mage_anim_death;
                        return TRUE;
                }
                case MR_SETUP:
@@ -446,13 +442,16 @@ float m_mage(float req)
                        
                        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:
@@ -471,12 +470,7 @@ float m_mage(float req)
 {
        switch(req)
        {
-               case MR_DEATH:
-               {
-                       // nothing
-                       return TRUE;
-               }
-               case MR_INIT:
+               case MR_PRECACHE:
                {
                        precache_model ("models/monsters/mage.dpm");
                        return TRUE;