]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Merge branch 'master' into Mario/vaporizer_damage
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index e308b618e6cff76b7998e71a460eba9a3d7fb702..8f92d693a6e614fbf2422f36722a8484b84d9b06 100644 (file)
-#ifdef REGISTER_MONSTER
-REGISTER_MONSTER(
+#ifndef MENUQC
+bool M_Mage(int);
+#endif
+REGISTER_MONSTER_SIMPLE(
 /* MON_##id   */ MAGE,
-/* function   */ m_mage,
 /* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
 /* mins,maxs  */ '-36 -36 -24', '36 36 50',
 /* model      */ "mage.dpm",
 /* netname    */ "mage",
 /* fullname   */ _("Mage")
-);
-
-#define MAGE_SETTINGS(monster) \
-       MON_ADD_CVAR(monster, health) \
-       MON_ADD_CVAR(monster, attack_spike_damage) \
-       MON_ADD_CVAR(monster, attack_spike_radius) \
-       MON_ADD_CVAR(monster, attack_spike_delay) \
-       MON_ADD_CVAR(monster, attack_spike_accel) \
-       MON_ADD_CVAR(monster, attack_spike_decel) \
-       MON_ADD_CVAR(monster, attack_spike_turnrate) \
-       MON_ADD_CVAR(monster, attack_spike_speed_max) \
-       MON_ADD_CVAR(monster, attack_spike_smart) \
-       MON_ADD_CVAR(monster, attack_spike_smart_trace_min) \
-       MON_ADD_CVAR(monster, attack_spike_smart_trace_max) \
-       MON_ADD_CVAR(monster, attack_spike_smart_mindist) \
-       MON_ADD_CVAR(monster, attack_melee_damage) \
-       MON_ADD_CVAR(monster, attack_melee_delay) \
-       MON_ADD_CVAR(monster, attack_grenade_damage) \
-       MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
-       MON_ADD_CVAR(monster, attack_grenade_force) \
-       MON_ADD_CVAR(monster, attack_grenade_radius) \
-       MON_ADD_CVAR(monster, attack_grenade_lifetime) \
-       MON_ADD_CVAR(monster, attack_grenade_chance) \
-       MON_ADD_CVAR(monster, attack_grenade_speed) \
-       MON_ADD_CVAR(monster, attack_grenade_speed_up) \
-       MON_ADD_CVAR(monster, heal_self) \
-       MON_ADD_CVAR(monster, heal_allies) \
-       MON_ADD_CVAR(monster, heal_minhealth) \
-       MON_ADD_CVAR(monster, heal_range) \
-       MON_ADD_CVAR(monster, heal_delay) \
-       MON_ADD_CVAR(monster, shield_time) \
-       MON_ADD_CVAR(monster, shield_delay) \
-       MON_ADD_CVAR(monster, shield_blockpercent) \
-       MON_ADD_CVAR(monster, speed_stop) \
-       MON_ADD_CVAR(monster, speed_run) \
-       MON_ADD_CVAR(monster, speed_walk) 
+) {
+#ifndef MENUQC
+    this.monster_func = M_Mage;
+    this.monster_func(MR_PRECACHE);
+#endif
+}
 
 #ifdef SVQC
-MAGE_SETTINGS(mage)
-#endif // SVQC
-#else
-#ifdef SVQC
+float autocvar_g_monster_mage_health;
+float autocvar_g_monster_mage_damageforcescale = 0.5;
+float autocvar_g_monster_mage_attack_spike_damage;
+float autocvar_g_monster_mage_attack_spike_radius;
+float autocvar_g_monster_mage_attack_spike_delay;
+float autocvar_g_monster_mage_attack_spike_accel;
+float autocvar_g_monster_mage_attack_spike_decel;
+float autocvar_g_monster_mage_attack_spike_turnrate;
+float autocvar_g_monster_mage_attack_spike_speed_max;
+float autocvar_g_monster_mage_attack_spike_smart;
+float autocvar_g_monster_mage_attack_spike_smart_trace_min;
+float autocvar_g_monster_mage_attack_spike_smart_trace_max;
+float autocvar_g_monster_mage_attack_spike_smart_mindist;
+float autocvar_g_monster_mage_attack_push_damage;
+float autocvar_g_monster_mage_attack_push_radius;
+float autocvar_g_monster_mage_attack_push_delay;
+float autocvar_g_monster_mage_attack_push_force;
+float autocvar_g_monster_mage_heal_self;
+float autocvar_g_monster_mage_heal_allies;
+float autocvar_g_monster_mage_heal_minhealth;
+float autocvar_g_monster_mage_heal_range;
+float autocvar_g_monster_mage_heal_delay;
+float autocvar_g_monster_mage_shield_time;
+float autocvar_g_monster_mage_shield_delay;
+float autocvar_g_monster_mage_shield_blockpercent;
+float autocvar_g_monster_mage_speed_stop;
+float autocvar_g_monster_mage_speed_run;
+float autocvar_g_monster_mage_speed_walk;
+
+/*
 const float mage_anim_idle             = 0;
-const float mage_anim_walk             = 1;
-const float mage_anim_attack   = 2;
-const float mage_anim_pain             = 3;
-const float mage_anim_death    = 4;
+const float mage_anim_walk             = 1;
+const float mage_anim_attack   = 2;
+const float mage_anim_pain             = 3;
+const float mage_anim_death            = 4;
 const float mage_anim_run              = 5;
+*/
 
-void() mage_heal;
-void() mage_shield;
+void() M_Mage_Defend_Heal;
+void() M_Mage_Defend_Shield;
 
-float friend_needshelp(entity e)
+.entity mage_spike;
+.float mage_shield_delay;
+.float mage_shield_time;
+
+float M_Mage_Defend_Heal_Check(entity e)
 {
        if(e == world)
-               return FALSE;
+               return false;
        if(e.health <= 0)
-               return FALSE;
-       if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
-               return FALSE;
-       if(IsDifferentTeam(e, self))
-               return FALSE;
+               return false;
+       if(DIFF_TEAM(e, self) && e != self.monster_follow)
+               return false;
        if(e.frozen)
-               return FALSE;
+               return false;
        if(!IS_PLAYER(e))
-               return (e.health < e.max_health);
-       if(e.items & IT_INVINCIBLE)
-               return FALSE;
+               return (IS_MONSTER(e) && e.health < e.max_health);
+       if(e.items & ITEM_Shield.m_itemid)
+               return false;
 
        switch(self.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_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 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);
        }
-       
-       return FALSE;
-}
 
-void mageattack_melee()
-{
-       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);
+       return false;
 }
 
-void mage_grenade_explode()
+void M_Mage_Attack_Spike_Explode()
 {
-       pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
-       
-       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);
-}
+       self.event_damage = func_null;
 
-void mage_grenade_touch()
-{
-       if(IS_PLAYER(other))
-       {
-               PROJECTILE_TOUCH;
-               mage_grenade_explode();
-               return;
-       }
-}
+       sound(self, CH_SHOTS, W_Sound("grenade_impact"), VOL_BASE, ATTEN_NORM);
 
-void mage_throw_itemgrenade()
-{
-       makevectors(self.angles);
-       
-       entity gren = spawn ();
-       gren.owner = gren.realowner = self;
-       gren.classname = "grenade";
-       gren.bot_dodge = FALSE;
-       gren.movetype = MOVETYPE_BOUNCE;
-       gren.solid = SOLID_TRIGGER;
-       gren.projectiledeathtype = DEATH_MONSTER_MAGE;
-       setorigin(gren, CENTER_OR_VIEWOFS(self));
-       setsize(gren, '-64 -64 -64', '64 64 64');
-
-       gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
-       gren.think = mage_grenade_explode;
-       gren.use = mage_grenade_explode;
-       gren.touch = mage_grenade_touch;
-
-       gren.missile_flags = MIF_SPLASH | MIF_ARC;
-       W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
-       
-       gren.flags = FL_PROJECTILE;
-       
-       setmodel(gren, "models/items/g_h50.md3");
-       
-       self.attack_finished_single = time + 1.5;
-}
+       self.realowner.mage_spike = world;
 
-void mage_spike_explode()
-{
-       self.event_damage = func_null;
-       
-       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);
+       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, other);
 
        remove (self);
 }
 
-void mage_spike_touch()
+void M_Mage_Attack_Spike_Touch()
 {
        PROJECTILE_TOUCH;
 
-       mage_spike_explode();
+       M_Mage_Attack_Spike_Explode();
 }
 
 // copied from W_Seeker_Think
-void mage_spike_think()
+void M_Mage_Attack_Spike_Think()
 {
        entity e;
        vector desireddir, olddir, newdir, eorg;
@@ -171,14 +120,14 @@ void mage_spike_think()
        if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
        {
                self.projectiledeathtype |= HITTYPE_SPLASH;
-               mage_spike_explode();
+               M_Mage_Attack_Spike_Explode();
        }
 
        spd = vlen(self.velocity);
        spd = bound(
-               spd - MON_CVAR(mage, attack_spike_decel) * frametime,
-               MON_CVAR(mage, attack_spike_speed_max),
-               spd + MON_CVAR(mage, attack_spike_accel) * frametime
+               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)
@@ -187,35 +136,35 @@ void mage_spike_think()
 
        if (self.enemy != world)
        {
-               e               = self.enemy;
-               eorg            = 0.5 * (e.absmin + e.absmax);
-               turnrate        = MON_CVAR(mage, attack_spike_turnrate); // how fast to turn
-               desireddir      = normalize(eorg - self.origin);
-               olddir          = normalize(self.velocity); // get my current direction
-               dist            = vlen(eorg - self.origin);
+               e                               = self.enemy;
+               eorg                    = 0.5 * (e.absmin + e.absmax);
+               turnrate                = (autocvar_g_monster_mage_attack_spike_turnrate); // how fast to turn
+               desireddir              = normalize(eorg - self.origin);
+               olddir                  = normalize(self.velocity); // get my current direction
+               dist                    = vlen(eorg - self.origin);
 
                // Do evasive maneuvers for world objects? ( this should be a cpu hog. :P )
-               if (MON_CVAR(mage, attack_spike_smart) && (dist > MON_CVAR(mage, attack_spike_smart_mindist)))
+               if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (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);
+                               traceline(self.origin, self.origin + olddir * self.wait, false, self);
                        else
-                               traceline(self.origin, eorg, FALSE, self);
+                               traceline(self.origin, eorg, false, self);
 
                        // Setup adaptive tracelength
-                       self.wait = bound(MON_CVAR(mage, attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = MON_CVAR(mage, attack_spike_smart_trace_max));
+                       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));
 
                        // 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);
+                       desireddir = normalize(((trace_plane_normal * (1 - trace_fraction)) + (desireddir * trace_fraction)) * 0.5);
                }
-               
+
                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
        }
        else
                dist = 0;
-               
+
        ///////////////
 
        //self.angles = vectoangles(self.velocity);                     // turn model in the new flight direction
@@ -223,7 +172,7 @@ void mage_spike_think()
        UpdateCSQCProjectile(self);
 }
 
-void mage_spike()
+void M_Mage_Attack_Spike()
 {
        entity missile;
        vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
@@ -232,41 +181,44 @@ void mage_spike()
 
        missile = spawn ();
        missile.owner = missile.realowner = self;
-       missile.think = mage_spike_think;
+       missile.think = M_Mage_Attack_Spike_Think;
        missile.ltime = time + 7;
        missile.nextthink = time;
        missile.solid = SOLID_BBOX;
        missile.movetype = MOVETYPE_FLYMISSILE;
        missile.flags = FL_PROJECTILE;
        setorigin(missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
-       setsize (missile, '0 0 0', '0 0 0');    
+       setsize (missile, '0 0 0', '0 0 0');
        missile.velocity = dir * 400;
        missile.avelocity = '300 300 300';
        missile.enemy = self.enemy;
-       missile.touch = mage_spike_touch;
-       
-       CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
+       missile.touch = M_Mage_Attack_Spike_Touch;
+
+       self.mage_spike = missile;
+
+       CSQCProjectile(missile, true, PROJECTILE_MAGE_SPIKE, true);
 }
 
-void mage_heal()
+void M_Mage_Defend_Heal()
 {
        entity head;
-       float washealed = FALSE;
-       
-       for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
+       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))
        {
-               washealed = TRUE;
+               washealed = true;
                string fx = "";
                if(IS_PLAYER(head))
                {
                        switch(self.skin)
                        {
                                case 0:
-                                       if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
-                                       fx = "healing_fx";
+                                       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);
+                                       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);
@@ -275,215 +227,208 @@ void mage_heal()
                                case 2:
                                        if(head.armorvalue < autocvar_g_balance_armor_regenstable)
                                        {
-                                               head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
+                                               head.armorvalue = bound(0, head.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)  ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
-                                       fx = "rage";
+                                       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);
+                                       fx = EFFECT_RAGE.eent_eff_name;
                                        break;
                        }
-                       
-                       pointparticles(particleeffectnum(fx), head.origin, '0 0 0', 1);
+
+                       Send_Effect_(fx, head.origin, '0 0 0', 1);
                }
                else
                {
-                       pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
-                       head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
-                       head.SendFlags |= MSF_STATUS;
+                       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);
                }
        }
-       
+
        if(washealed)
        {
-               monsters_setframe(mage_anim_attack);
-               self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
+               setanim(self, self.anim_shoot, true, true, true);
+               self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
+               self.anim_finished = time + 1.5;
        }
 }
 
-void mage_shield_think()
+void M_Mage_Attack_Push()
 {
-       self.nextthink = time;
+       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(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
 
-       if(time >= self.ltime || self.owner.health <= 0)
-       {
-               self.owner.armorvalue = 0;
-               self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
-               remove(self);
+       setanim(self, self.anim_shoot, true, true, true);
+       self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
+}
+
+void M_Mage_Attack_Teleport()
+{
+       if(vlen(self.enemy.origin - self.origin) >= 500)
                return;
-       }
+
+       makevectors(self.enemy.angles);
+       tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+
+       if(trace_fraction < 1)
+               return;
+
+       Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
+       setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
+
+       self.attack_finished_single = time + 0.2;
 }
 
-void mage_shield()
+void M_Mage_Defend_Shield_Remove()
 {
-       if(self.weaponentity)
-               return; // already have a shield
-               
-       entity shield = spawn();
-
-       shield.owner = self;
-       shield.team = self.team;
-       shield.ltime = time + MON_CVAR(mage, shield_time);
-       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.lastshielded = time + MON_CVAR(mage, shield_delay);
-       
-       monsters_setframe(mage_anim_attack);
+       self.effects &= ~(EF_ADDITIVE | EF_BLUE);
+       self.armorvalue = autocvar_g_monsters_armor_blockpercent;
+}
+
+void M_Mage_Defend_Shield()
+{
+       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 = time + 1;
-       
-       self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
-       self.armorvalue = self.health;
+       self.anim_finished = time + 1;
 }
 
-float mage_attack(float attack_type)
+float M_Mage_Attack(float attack_type)
 {
        switch(attack_type)
        {
                case MONSTER_ATTACK_MELEE:
                {
-                       monsters_setframe(mage_anim_attack);
-                       self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
-                       defer(0.2, mageattack_melee);
-                       
-                       return TRUE;
+                       if(random() <= 0.7)
+                       {
+                               M_Mage_Attack_Push();
+                               return true;
+                       }
+
+                       return false;
                }
                case MONSTER_ATTACK_RANGED:
                {
-                       if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
+                       if(!self.mage_spike)
                        {
-                               mage_throw_itemgrenade();
-                               return TRUE;
+                               if(random() <= 0.4)
+                               {
+                                       M_Mage_Attack_Teleport();
+                                       return true;
+                               }
+                               else
+                               {
+                                       setanim(self, self.anim_shoot, true, true, true);
+                                       self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
+                                       self.anim_finished = time + 1;
+                                       Monster_Delay(1, 0, 0.2, M_Mage_Attack_Spike);
+                                       return true;
+                               }
                        }
-       
-                       monsters_setframe(mage_anim_attack);
-                       self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
-                       defer(0.2, mage_spike);
-                       
-                       return TRUE;
+
+                       if(self.mage_spike)
+                               return true;
+                       else
+                               return false;
                }
        }
-       
-       return FALSE;
-}
 
-void spawnfunc_monster_mage()
-{
-       self.classname = "monster_mage";
-       
-       self.monster_spawnfunc = spawnfunc_monster_mage;
-       
-       if(Monster_CheckAppearFlags(self))
-               return;
-       
-       if not(monster_initialize(MON_MAGE, FALSE)) { remove(self); return; }
+       return false;
 }
 
-// compatibility with old spawns
-void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
+void spawnfunc_monster_mage() { Monster_Spawn(MON_MAGE.monsterid); }
 
-float m_mage(float req)
+#endif // SVQC
+
+bool M_Mage(int req)
 {
        switch(req)
        {
+               #ifdef SVQC
                case MR_THINK:
                {
                        entity head;
-                       float need_help = FALSE;
-                       
-                       FOR_EACH_PLAYER(head)
-                       if(friend_needshelp(head))
-                       {
-                               need_help = TRUE;
-                               break; // found 1 player near us who is low on health
-                       }
-                       if(!need_help)
-                       FOR_EACH_MONSTER(head)
+                       bool need_help = false;
+
+                       for(head = world; (head = findfloat(head, iscreature, true)); )
                        if(head != self)
-                       if(friend_needshelp(head))
+                       if(vlen(head.origin - self.origin) <= (autocvar_g_monster_mage_heal_range))
+                       if(M_Mage_Defend_Heal_Check(head))
                        {
-                               need_help = TRUE;
-                               break; // found 1 player near us who is low on health
+                               need_help = true;
+                               break;
                        }
-                               
-                       if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
+
+                       if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
                        if(time >= self.attack_finished_single)
                        if(random() < 0.5)
-                               mage_heal();
-                               
+                               M_Mage_Defend_Heal();
+
+                       if(time >= self.mage_shield_time && self.armorvalue)
+                               M_Mage_Defend_Shield_Remove();
+
                        if(self.enemy)
                        if(self.health < self.max_health)
-                       if(time >= self.lastshielded)
+                       if(time >= self.mage_shield_delay)
                        if(random() < 0.5)
-                               mage_shield();
-                       
-                       monster_move(MON_CVAR(mage, speed_run), MON_CVAR(mage, speed_walk), MON_CVAR(mage, speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
-                       return TRUE;
+                               M_Mage_Defend_Shield();
+
+                       return true;
                }
-               case MR_DEATH:
+               case MR_PAIN:
                {
-                       monsters_setframe(mage_anim_death);
-                       return TRUE;
+                       return true;
                }
-               case MR_SETUP:
+               case MR_DEATH:
                {
-                       if not(self.health) self.health = MON_CVAR(mage, health);
-                       
-                       self.monster_loot = spawnfunc_item_health_large;
-                       self.monster_attackfunc = mage_attack;
-                       monsters_setframe(mage_anim_walk);
-                       
-                       return TRUE;
+                       setanim(self, self.anim_die1, false, true, true);
+                       return true;
                }
-               case MR_INIT:
+               #endif
+               #ifndef MENUQC
+               case MR_ANIM:
                {
-                       // nothing
-                       return TRUE;
+                       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;
                }
-               case MR_CONFIG:
+               #endif
+               #ifdef SVQC
+               case MR_SETUP:
                {
-                       MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
-                       return TRUE;
-               }
-       }
-       
-       return TRUE;
-}
+                       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 // SVQC
-#ifdef CSQC
-float m_mage(float req)
-{
-       switch(req)
-       {
-               case MR_DEATH:
-               {
-                       // nothing
-                       return TRUE;
+                       self.monster_loot = spawnfunc_item_health_large;
+                       self.monster_attackfunc = M_Mage_Attack;
+
+                       return true;
                }
-               case MR_INIT:
+               case MR_PRECACHE:
                {
-                       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;
+                       precache_model("models/monsters/mage.dpm");
+                       precache_sound (W_Sound("grenade_impact"));
+                       precache_sound (W_Sound("tagexp1"));
+                       return true;
                }
+               #endif
        }
-       
-       return TRUE;
-}
 
-#endif // CSQC
-#endif // REGISTER_MONSTER
+       return true;
+}