#endif
}
-#include "../../weapons/all.qh"
-#include "../../items/all.qc"
+#include <common/weapons/_all.qh>
+#include <common/items/_mod.qh>
CLASS(MageSpike, PortoLaunch)
/* flags */ ATTRIB(MageSpike, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED);
#ifdef SVQC
SOUND(MageSpike_FIRE, W_Sound("electro_fire"));
-void M_Mage_Attack_Spike(vector dir);
-void M_Mage_Attack_Push();
-METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire)) {
+void M_Mage_Attack_Spike(entity this, vector dir);
+void M_Mage_Attack_Push(entity this);
+METHOD(MageSpike, wr_think, void(MageSpike thiswep, entity actor, .entity weaponentity, int fire))
+{
+ TC(MageSpike, thiswep);
if (fire & 1)
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(w_shotdir);
+ M_Mage_Attack_Spike(actor, w_shotdir);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
}
if (fire & 2)
if (!IS_PLAYER(actor) || weapon_prepareattack(thiswep, actor, weaponentity, true, 0.5)) {
- M_Mage_Attack_Push();
+ M_Mage_Attack_Push(actor);
weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, 0, w_ready);
}
}
-void M_Mage_Attack_Teleport();
+void M_Mage_Attack_Teleport(entity this, entity targ);
CLASS(OffhandMageTeleport, OffhandWeapon)
.bool OffhandMageTeleport_key_pressed;
METHOD(OffhandMageTeleport, offhand_think, void(OffhandMageTeleport this, entity player, bool key_pressed))
{
+ TC(OffhandMageTeleport, this);
if (key_pressed && !player.OffhandMageTeleport_key_pressed)
- WITH(entity, self, player, M_Mage_Attack_Teleport());
+ M_Mage_Attack_Teleport(player, player.enemy);
player.OffhandMageTeleport_key_pressed = key_pressed;
}
ENDCLASS(OffhandMageTeleport)
const float mage_anim_run = 5;
*/
-void() M_Mage_Defend_Heal;
-void() M_Mage_Defend_Shield;
+void M_Mage_Defend_Heal(entity this);
+void M_Mage_Defend_Shield(entity this);
.entity mage_spike;
.float mage_shield_delay;
.float mage_shield_time;
-float M_Mage_Defend_Heal_Check(entity e)
-{SELFPARAM();
- if(e == world)
+bool M_Mage_Defend_Heal_Check(entity this, entity targ)
+{
+ if(targ == NULL)
return false;
- if(e.health <= 0)
+ if(targ.health <= 0)
return false;
- if(DIFF_TEAM(e, self) && e != self.monster_follow)
+ if(DIFF_TEAM(targ, this) && targ != this.monster_follow)
return false;
- if(e.frozen)
+ if(STAT(FROZEN, targ))
return false;
- if(!IS_PLAYER(e))
- return (IS_MONSTER(e) && e.health < e.max_health);
- if(e.items & ITEM_Shield.m_itemid)
+ if(!IS_PLAYER(targ))
+ return (IS_MONSTER(targ) && targ.health < targ.max_health);
+ if(targ.items & ITEM_Shield.m_itemid)
return false;
- switch(self.skin)
+ switch(this.skin)
{
- case 0: return (e.health < autocvar_g_balance_health_regenstable);
- case 1: return ((e.ammo_cells && e.ammo_cells < g_pickup_cells_max) || (e.ammo_plasma && e.ammo_plasma < g_pickup_plasma_max) || (e.ammo_rockets && e.ammo_rockets < g_pickup_rockets_max) || (e.ammo_nails && e.ammo_nails < g_pickup_nails_max) || (e.ammo_shells && e.ammo_shells < g_pickup_shells_max));
- case 2: return (e.armorvalue < autocvar_g_balance_armor_regenstable);
- case 3: return (e.health > 0);
+ case 0: return (targ.health < autocvar_g_balance_health_regenstable);
+ case 1: return ((targ.ammo_cells && targ.ammo_cells < g_pickup_cells_max) || (targ.ammo_plasma && targ.ammo_plasma < g_pickup_plasma_max) || (targ.ammo_rockets && targ.ammo_rockets < g_pickup_rockets_max) || (targ.ammo_nails && targ.ammo_nails < g_pickup_nails_max) || (targ.ammo_shells && targ.ammo_shells < g_pickup_shells_max));
+ case 2: return (targ.armorvalue < autocvar_g_balance_armor_regenstable);
+ case 3: return (targ.health > 0);
}
return false;
}
-void M_Mage_Attack_Spike_Explode()
-{SELFPARAM();
- self.event_damage = func_null;
+void M_Mage_Attack_Spike_Explode(entity this, entity directhitentity)
+{
+ this.event_damage = func_null;
- sound(self, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
+ sound(this, CH_SHOTS, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
- self.realowner.mage_spike = world;
+ this.realowner.mage_spike = NULL;
- Send_Effect(EFFECT_EXPLOSION_SMALL, self.origin, '0 0 0', 1);
- RadiusDamage (self, self.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);
+ 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), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, directhitentity);
- remove (self);
+ delete (this);
}
-void M_Mage_Attack_Spike_Touch()
+void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
{
- PROJECTILE_TOUCH;
+ PROJECTILE_TOUCH(this, toucher);
- M_Mage_Attack_Spike_Explode();
+ M_Mage_Attack_Spike_Explode(this, toucher);
}
.float wait;
// copied from W_Seeker_Think
-void M_Mage_Attack_Spike_Think()
-{SELFPARAM();
- if (time > self.ltime || (self.enemy && self.enemy.health <= 0) || self.owner.health <= 0) {
- self.projectiledeathtype |= HITTYPE_SPLASH;
- M_Mage_Attack_Spike_Explode();
+void M_Mage_Attack_Spike_Think(entity this)
+{
+ if (time > this.ltime || (this.enemy && this.enemy.health <= 0) || this.owner.health <= 0) {
+ this.projectiledeathtype |= HITTYPE_SPLASH;
+ M_Mage_Attack_Spike_Explode(this, NULL);
}
- float spd = vlen(self.velocity);
+ float spd = vlen(this.velocity);
spd = bound(
spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
(autocvar_g_monster_mage_attack_spike_speed_max),
spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
);
- if (self.enemy != world)
- if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
- self.enemy = world;
+ if (this.enemy != NULL)
+ if (this.enemy.takedamage != DAMAGE_AIM || IS_DEAD(this.enemy))
+ this.enemy = NULL;
- if (self.enemy != world)
+ if (this.enemy != NULL)
{
- entity e = self.enemy;
+ entity e = this.enemy;
vector eorg = 0.5 * (e.absmin + e.absmax);
float turnrate = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
- vector desireddir = normalize(eorg - self.origin);
- vector olddir = normalize(self.velocity); // get my current direction
- float dist = vlen(eorg - self.origin);
+ vector desireddir = normalize(eorg - this.origin);
+ vector olddir = normalize(this.velocity); // get my current direction
// Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
- if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_mage_attack_spike_smart_mindist)))
+ 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 itself?
- if ( vlen(self.origin + olddir * self.wait) < dist)
- traceline(self.origin, self.origin + olddir * self.wait, false, self);
+ // Is it a better idea (shorter distance) to trace to the target itthis?
+ if ( vlen2(this.origin + olddir * this.wait) < vlen2(eorg - this.origin))
+ traceline(this.origin, this.origin + olddir * this.wait, false, this);
else
- traceline(self.origin, eorg, false, self);
+ traceline(this.origin, eorg, false, this);
// Setup adaptive tracelength
- self.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
+ this.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(this.origin - trace_endpos), this.wait = (autocvar_g_monster_mage_attack_spike_smart_trace_max));
// Calc how important it is that we turn and add this to the desierd (enemy) dir.
desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
}
vector newdir = normalize(olddir + desireddir * turnrate); // take the average of the 2 directions; not the best method but simple & easy
- self.velocity = newdir * spd; // make me fly in the new direction at my flight speed
+ this.velocity = newdir * spd; // make me fly in the new direction at my flight speed
}
///////////////
- //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
- self.nextthink = time;// + 0.05; // csqc projectiles
- UpdateCSQCProjectile(self);
+ //this.angles = vectoangles(this.velocity); // turn model in the new flight direction
+ this.nextthink = time;// + 0.05; // csqc projectiles
+ UpdateCSQCProjectile(this);
}
-void M_Mage_Attack_Spike(vector dir)
+void M_Mage_Attack_Spike(entity this, vector dir)
{
- SELFPARAM();
- makevectors(self.angles);
+ makevectors(this.angles);
entity missile = spawn();
- missile.owner = missile.realowner = self;
- missile.think = M_Mage_Attack_Spike_Think;
+ missile.owner = missile.realowner = this;
+ setthink(missile, M_Mage_Attack_Spike_Think);
missile.ltime = time + 7;
missile.nextthink = time;
missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLYMISSILE;
+ set_movetype(missile, MOVETYPE_FLYMISSILE);
missile.flags = FL_PROJECTILE;
- setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
+ IL_PUSH(g_projectiles, 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;
missile.avelocity = '300 300 300';
- missile.enemy = self.enemy;
- missile.touch = M_Mage_Attack_Spike_Touch;
+ missile.enemy = this.enemy;
+ settouch(missile, M_Mage_Attack_Spike_Touch);
- self.mage_spike = missile;
+ this.mage_spike = missile;
CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
}
-void M_Mage_Defend_Heal()
-{SELFPARAM();
- entity head;
+void M_Mage_Defend_Heal(entity this)
+{
float washealed = false;
- for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(M_Mage_Defend_Heal_Check(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(self.skin)
+ 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 == self) ? (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)
{
- setanim(self, self.anim_shoot, true, true, true);
- self.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
- self.anim_finished = time + 1.5;
+ setanim(this, this.anim_shoot, true, true, true);
+ this.attack_finished_single[0] = time + (autocvar_g_monster_mage_heal_delay);
+ this.anim_finished = time + 1.5;
}
}
-void M_Mage_Attack_Push()
-{SELFPARAM();
- sound(self, CH_SHOTS, SND_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.m_id, self.enemy);
- Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
+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), 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(self, self.anim_shoot, true, true, true);
- self.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
+ setanim(this, this.anim_shoot, true, true, true);
+ this.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_push_delay);
}
-void M_Mage_Attack_Teleport()
-{SELFPARAM();
- entity targ = self.enemy;
- if (!targ) return;
- if (vlen(targ.origin - self.origin) > 1500) return;
+void M_Mage_Attack_Teleport(entity this, entity targ)
+{
+ if(!targ) return;
+ if(vdist(targ.origin - this.origin, >, 1500)) return;
makevectors(targ.angles);
- tracebox(targ.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+ tracebox(targ.origin + ((v_forward * -1) * 200), this.mins, this.maxs, this.origin, MOVE_NOMONSTERS, this);
if(trace_fraction < 1)
return;
- Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
- setorigin(self, targ.origin + ((v_forward * -1) * 200));
+ vector newpos = targ.origin + ((v_forward * -1) * 200);
+
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, this.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, newpos, '0 0 0', 1);
- vector a = vectoangles(targ.origin - self.origin);
+ setorigin(this, newpos);
+
+ vector a = vectoangles(targ.origin - this.origin);
a.x = -a.x;
- self.angles_x = a.x;
- self.angles_y = a.y;
- self.fixangle = true;
- self.velocity *= 0.5;
+ this.angles_x = a.x;
+ this.angles_y = a.y;
+ this.fixangle = true;
+ this.velocity *= 0.5;
- self.attack_finished_single[0] = time + 0.2;
+ this.attack_finished_single[0] = time + 0.2;
}
-void M_Mage_Defend_Shield_Remove()
-{SELFPARAM();
- self.effects &= ~(EF_ADDITIVE | EF_BLUE);
- self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+void M_Mage_Defend_Shield_Remove(entity this)
+{
+ this.effects &= ~(EF_ADDITIVE | EF_BLUE);
+ this.armorvalue = autocvar_g_monsters_armor_blockpercent;
}
-void M_Mage_Defend_Shield()
-{SELFPARAM();
- self.effects |= (EF_ADDITIVE | EF_BLUE);
- self.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
- self.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
- self.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
- setanim(self, self.anim_shoot, true, true, true);
- self.attack_finished_single[0] = time + 1;
- self.anim_finished = time + 1;
+void M_Mage_Defend_Shield(entity this)
+{
+ this.effects |= (EF_ADDITIVE | EF_BLUE);
+ this.mage_shield_delay = time + (autocvar_g_monster_mage_shield_delay);
+ this.armorvalue = (autocvar_g_monster_mage_shield_blockpercent);
+ this.mage_shield_time = time + (autocvar_g_monster_mage_shield_time);
+ setanim(this, this.anim_shoot, true, true, true);
+ this.attack_finished_single[0] = time + 1;
+ this.anim_finished = time + 1;
}
-float M_Mage_Attack(float attack_type, entity targ)
-{SELFPARAM();
+bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+{
.entity weaponentity = weaponentities[0];
switch(attack_type)
{
{
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, self, weaponentity, 2);
+ wep.wr_think(wep, actor, weaponentity, 2);
return true;
}
}
case MONSTER_ATTACK_RANGED:
{
- if(!self.mage_spike)
+ if(!actor.mage_spike)
{
if(random() <= 0.4)
{
OffhandWeapon off = OFFHAND_MAGE_TELEPORT;
- off.offhand_think(off, self, true);
+ off.offhand_think(off, actor, true);
return true;
}
else
{
- setanim(self, self.anim_shoot, true, true, true);
- self.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
- self.anim_finished = time + 1;
+ setanim(actor, actor.anim_shoot, true, true, true);
+ actor.attack_finished_single[0] = time + (autocvar_g_monster_mage_attack_spike_delay);
+ actor.anim_finished = time + 1;
Weapon wep = WEP_MAGE_SPIKE;
- wep.wr_think(wep, self, weaponentity, 1);
+ wep.wr_think(wep, actor, weaponentity, 1);
return true;
}
}
- if(self.mage_spike)
+ if(actor.mage_spike)
return true;
else
return false;
return false;
}
-spawnfunc(monster_mage) { Monster_Spawn(MON_MAGE.monsterid); }
+spawnfunc(monster_mage) { Monster_Spawn(this, MON_MAGE.monsterid); }
#endif // SVQC
- #ifdef SVQC
- METHOD(Mage, mr_think, bool(Monster thismon))
- {
- SELFPARAM();
- entity head;
- bool need_help = false;
-
- for(head = world; (head = findfloat(head, iscreature, true)); )
- if(head != self)
- if(vlen(head.origin - self.origin) <= (autocvar_g_monster_mage_heal_range))
- if(M_Mage_Defend_Heal_Check(head))
- {
- need_help = true;
- break;
- }
+#ifdef SVQC
+METHOD(Mage, mr_think, bool(Mage thismon, entity actor))
+{
+ TC(Mage, thismon);
+ bool need_help = false;
- if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
- if(time >= self.attack_finished_single[0])
- if(random() < 0.5)
- M_Mage_Defend_Heal();
+ FOREACH_ENTITY_FLOAT(iscreature, true,
+ {
+ if(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)
+ M_Mage_Defend_Heal(actor);
+
+ if(time >= actor.mage_shield_time && actor.armorvalue)
+ M_Mage_Defend_Shield_Remove(actor);
+
+ if(actor.enemy)
+ if(actor.health < actor.max_health)
+ if(time >= actor.mage_shield_delay)
+ if(random() < 0.5)
+ M_Mage_Defend_Shield(actor);
+
+ return true;
+}
- if(time >= self.mage_shield_time && self.armorvalue)
- M_Mage_Defend_Shield_Remove();
+METHOD(Mage, mr_pain, float(Mage this, entity actor, float damage_take, entity attacker, float deathtype))
+{
+ TC(Mage, this);
+ return damage_take;
+}
- if(self.enemy)
- if(self.health < self.max_health)
- if(time >= self.mage_shield_delay)
- if(random() < 0.5)
- M_Mage_Defend_Shield();
+METHOD(Mage, mr_death, bool(Mage this, entity actor))
+{
+ TC(Mage, this);
+ setanim(actor, actor.anim_die1, false, true, true);
+ return true;
+}
- return true;
- }
- METHOD(Mage, mr_pain, bool(Monster thismon))
- {
- return true;
- }
- METHOD(Mage, mr_death, bool(Monster thismon))
- {
- SELFPARAM();
- setanim(self, self.anim_die1, false, true, true);
- return true;
- }
- #endif
- #ifndef MENUQC
- METHOD(Mage, mr_anim, bool(Monster thismon))
- {
- SELFPARAM();
- vector none = '0 0 0';
- self.anim_die1 = animfixfps(self, '4 1 0.5', none); // 2 seconds
- self.anim_walk = animfixfps(self, '1 1 1', none);
- self.anim_idle = animfixfps(self, '0 1 1', none);
- self.anim_pain1 = animfixfps(self, '3 1 2', none); // 0.5 seconds
- self.anim_shoot = animfixfps(self, '2 1 5', none); // analyze models and set framerate
- self.anim_run = animfixfps(self, '5 1 1', none);
-
- return true;
- }
- #endif
- #ifdef SVQC
- .float speed;
- spawnfunc(item_health_large);
- METHOD(Mage, mr_setup, bool(Monster thismon))
- {
- SELFPARAM();
- if(!self.health) self.health = (autocvar_g_monster_mage_health);
- if(!self.speed) { self.speed = (autocvar_g_monster_mage_speed_walk); }
- if(!self.speed2) { self.speed2 = (autocvar_g_monster_mage_speed_run); }
- if(!self.stopspeed) { self.stopspeed = (autocvar_g_monster_mage_speed_stop); }
- if(!self.damageforcescale) { self.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
+#endif
+#ifndef MENUQC
+METHOD(Mage, mr_anim, bool(Mage this, entity actor))
+{
+ TC(Mage, this);
+ vector none = '0 0 0';
+ actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
+ actor.anim_walk = animfixfps(actor, '1 1 1', none);
+ actor.anim_idle = animfixfps(actor, '0 1 1', none);
+ actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
+ actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
+ actor.anim_run = animfixfps(actor, '5 1 1', none);
+ return true;
+}
+#endif
+#ifdef SVQC
+.float speed;
+spawnfunc(item_health_large);
+METHOD(Mage, mr_setup, bool(Mage this, entity actor))
+{
+ TC(Mage, this);
+ if(!actor.health) actor.health = (autocvar_g_monster_mage_health);
+ if(!actor.speed) { actor.speed = (autocvar_g_monster_mage_speed_walk); }
+ if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_mage_speed_run); }
+ if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
+ if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
- self.monster_loot = spawnfunc_item_health_large;
- self.monster_attackfunc = M_Mage_Attack;
+ actor.monster_loot = spawnfunc_item_health_large;
+ actor.monster_attackfunc = M_Mage_Attack;
- return true;
- }
- METHOD(Mage, mr_precache, bool(Monster thismon))
- {
- return true;
- }
- #endif
+ return true;
+}
+
+METHOD(Mage, mr_precache, bool(Mage this))
+{
+ TC(Mage, this);
+ return true;
+}
+#endif
#endif