7 float autocvar_g_monster_wyvern_attack_fireball_damage;
8 float autocvar_g_monster_wyvern_attack_fireball_edgedamage;
9 float autocvar_g_monster_wyvern_attack_fireball_damagetime;
10 float autocvar_g_monster_wyvern_attack_fireball_force;
11 float autocvar_g_monster_wyvern_attack_fireball_radius;
12 float autocvar_g_monster_wyvern_attack_fireball_speed;
14 void M_Wyvern_Attack_Fireball_Explode(entity this);
15 void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher);
17 SOUND(WyvernAttack_FIRE, W_Sound("electro_fire"));
18 METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire))
20 TC(WyvernAttack, thiswep);
22 if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) {
23 if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0);
24 if (IS_MONSTER(actor)) {
25 actor.attack_finished_single[0] = time + 1.2;
26 actor.anim_finished = time + 1.2;
27 monster_makevectors(actor, actor.enemy);
30 entity missile = spawn();
31 missile.owner = missile.realowner = actor;
32 missile.solid = SOLID_TRIGGER;
33 set_movetype(missile, MOVETYPE_FLYMISSILE);
34 missile.projectiledeathtype = DEATH_MONSTER_WYVERN.m_id;
35 setsize(missile, '-6 -6 -6', '6 6 6');
36 setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14);
37 missile.flags = FL_PROJECTILE;
38 IL_PUSH(g_projectiles, missile);
39 missile.velocity = w_shotdir * (autocvar_g_monster_wyvern_attack_fireball_speed);
40 missile.avelocity = '300 300 300';
41 missile.nextthink = time + 5;
42 setthink(missile, M_Wyvern_Attack_Fireball_Explode);
43 settouch(missile, M_Wyvern_Attack_Fireball_Touch);
44 CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true);
46 weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready);
50 METHOD(WyvernAttack, wr_checkammo1, bool(WyvernAttack this, entity actor)) {
51 TC(WyvernAttack, this);
55 float autocvar_g_monster_wyvern_health;
56 float autocvar_g_monster_wyvern_damageforcescale = 0.6;
57 float autocvar_g_monster_wyvern_speed_stop;
58 float autocvar_g_monster_wyvern_speed_run;
59 float autocvar_g_monster_wyvern_speed_walk;
62 const float wyvern_anim_hover = 0;
63 const float wyvern_anim_fly = 1;
64 const float wyvern_anim_magic = 2;
65 const float wyvern_anim_pain = 3;
66 const float wyvern_anim_death = 4;
69 void M_Wyvern_Attack_Fireball_Explode(entity this)
71 Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1);
73 entity own = this.realowner;
75 RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, NULL, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, NULL);
77 FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_wyvern_attack_fireball_radius, it.takedamage == DAMAGE_AIM,
79 Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, this.projectiledeathtype);
85 void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher)
87 PROJECTILE_TOUCH(this, toucher);
89 M_Wyvern_Attack_Fireball_Explode(this);
92 bool M_Wyvern_Attack(int attack_type, entity actor, entity targ)
94 .entity weaponentity = weaponentities[0];
97 case MONSTER_ATTACK_MELEE:
98 case MONSTER_ATTACK_RANGED:
100 w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin);
101 Weapon wep = WEP_WYVERN_ATTACK;
102 wep.wr_think(wep, actor, weaponentity, 1);
110 spawnfunc(monster_wyvern) { Monster_Spawn(this, MON_WYVERN.monsterid); }
114 METHOD(Wyvern, mr_think, bool(Wyvern this, entity actor))
120 METHOD(Wyvern, mr_pain, float(Wyvern this, entity actor, float damage_take, entity attacker, float deathtype))
123 actor.pain_finished = time + 0.5;
124 setanim(actor, actor.anim_pain1, true, true, false);
128 METHOD(Wyvern, mr_death, bool(Wyvern this, entity actor))
131 setanim(actor, actor.anim_die1, false, true, true);
132 actor.velocity_x = -200 + 400 * random();
133 actor.velocity_y = -200 + 400 * random();
134 actor.velocity_z = 100 + 100 * random();
139 METHOD(Wyvern, mr_anim, bool(Wyvern this, entity actor))
142 vector none = '0 0 0';
143 actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds
144 actor.anim_walk = animfixfps(actor, '1 1 1', none);
145 actor.anim_idle = animfixfps(actor, '0 1 1', none);
146 actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds
147 actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate
148 actor.anim_run = animfixfps(actor, '1 1 1', none);
153 spawnfunc(item_cells);
154 METHOD(Wyvern, mr_setup, bool(Wyvern this, entity actor))
157 if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health);
158 if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); }
159 if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); }
160 if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); }
161 if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); }
163 actor.monster_loot = spawnfunc_item_cells;
164 actor.monster_attackfunc = M_Wyvern_Attack;
169 METHOD(Wyvern, mr_precache, bool(Wyvern this))