]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Clean up monster armor code
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index a01cfeab65d96836bb44a8bb0941995b9c421aec..5e6270ab00ed2b58ea77e1b53a3ccf2fbe51c324 100644 (file)
@@ -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)
 {
@@ -303,16 +302,17 @@ void mage_heal()
        }
 }
 
-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.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)
@@ -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)