REGISTER_MONSTER(
/* MON_##id */ MAGE,
/* function */ m_mage,
-/* spawnflags */ 0,
+/* spawnflags */ MON_FLAG_MELEE | MON_FLAG_RANGED,
/* mins,maxs */ '-36 -36 -24', '36 36 50',
/* model */ "mage.dpm",
/* netname */ "mage",
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) \
void() mage_heal;
void() mage_shield;
-void() mage_shield_die;
float friend_needshelp(entity e)
{
return FALSE;
if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
return FALSE;
- if(IsDifferentTeam(e, self))
+ if(DIFF_TEAM(e, self))
return FALSE;
if(e.frozen)
return FALSE;
switch(self.skin)
{
- case 0:
- {
- if(e.health < autocvar_g_balance_health_regenstable)
- return TRUE;
- break;
- }
- case 1:
- {
- if((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))
- return TRUE;
- break;
- }
- case 2:
- {
- if(e.armorvalue < autocvar_g_balance_armor_regenstable)
- return TRUE;
- break;
- }
- case 3:
- {
- if(e.health > 0)
- return TRUE;
- break;
- }
+ 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 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), 0.3, DEATH_MONSTER_MAGE, TRUE);
+ 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);
}
void mage_grenade_explode()
{
pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
+ 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);
}
gren.movetype = MOVETYPE_BOUNCE;
gren.solid = SOLID_TRIGGER;
gren.projectiledeathtype = DEATH_MONSTER_MAGE;
- setorigin(gren, w_shotorg);
+ setorigin(gren, CENTER_OR_VIEWOFS(self));
setsize(gren, '-64 -64 -64', '64 64 64');
gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
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);
mage_spike_explode();
}
+// copied from W_Seeker_Think
void mage_spike_think()
{
- if(self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
+ entity e;
+ vector desireddir, olddir, newdir, eorg;
+ float turnrate;
+ float dist;
+ float spd;
+
+ if (time > self.ltime || self.enemy.health <= 0 || self.owner.health <= 0)
{
+ self.projectiledeathtype |= HITTYPE_SPLASH;
mage_spike_explode();
- return;
}
-
- vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
-
- UpdateCSQCProjectile(self);
-
- if (monster_skill == 3)
- self.velocity = dir * 350;
+
+ 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
+ );
+
+ if (self.enemy != world)
+ if (self.enemy.takedamage != DAMAGE_AIM || self.enemy.deadflag != DEAD_NO)
+ self.enemy = world;
+
+ 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);
+
+ // 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)))
+ {
+ // 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);
+ else
+ 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));
+
+ // 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);
+ }
+
+ 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
- self.velocity = dir * 250;
+ dist = 0;
- self.nextthink = time + 0.2;
- self.think = mage_spike_think;
+ ///////////////
+
+ //self.angles = vectoangles(self.velocity); // turn model in the new flight direction
+ self.nextthink = time;// + 0.05; // csqc projectiles
+ UpdateCSQCProjectile(self);
}
void mage_spike()
{
pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
- WaypointSprite_UpdateHealth(head.sprite, head.health);
+ head.SendFlags |= MSF_STATUS;
}
}
}
}
-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()
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)
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)
}
case MR_INIT:
{
- // nothing
+ precache_model ("models/items/g_h50.md3");
+ precache_model ("models/ctf/shield.md3");
+ precache_sound ("weapons/grenade_impact.wav");
return TRUE;
}
case MR_CONFIG: