return false;
if(!IS_PLAYER(e))
return (IS_MONSTER(e) && e.health < e.max_health);
- if(e.items & IT_INVINCIBLE)
+ if(e.items & ITEM_Shield.m_itemid)
return false;
switch(self.skin)
{
self.event_damage = func_null;
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
self.realowner.mage_spike = world;
void mage_push()
{
- sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+ sound(self, CH_SHOTS, W_Sound("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("TE_EXPLOSION", self.origin, '0 0 0', 1);
case MR_PRECACHE:
{
precache_model("models/monsters/mage.dpm");
- precache_sound ("weapons/grenade_impact.wav");
- precache_sound ("weapons/tagexp1.wav");
+ precache_sound (W_Sound("grenade_impact"));
+ precache_sound (W_Sound("tagexp1"));
return true;
}
}