]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/monsters/monster/mage.qc
Merge branch 'master' into Mario/monsters
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / monsters / monster / mage.qc
index 8bb3da3d2ac838c8def3753c7aa0fd018a308448..fdba5c0a98e20b87a41e6c9d413f455af638ff0c 100644 (file)
@@ -2,7 +2,7 @@
 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",
@@ -58,7 +58,6 @@ const float mage_anim_run             = 5;
 
 void() mage_heal;
 void() mage_shield;
-void() mage_shield_die;
 
 float friend_needshelp(entity e)
 {
@@ -68,7 +67,7 @@ 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;
@@ -292,7 +291,7 @@ void mage_heal()
                {
                        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;
                }
        }
        
@@ -303,16 +302,17 @@ void mage_heal()
        }
 }
 
-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()
@@ -325,26 +325,26 @@ 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)
@@ -416,10 +416,6 @@ float m_mage(float req)
                                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)
@@ -452,7 +448,9 @@ float m_mage(float req)
                }
                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: