2 const vector SHALRATH_MIN = '-36 -36 -24';
3 const vector SHALRATH_MAX = '36 36 50';
6 string SHALRATH_MODEL = "models/monsters/mage.dpm";
10 float autocvar_g_monster_shalrath;
11 float autocvar_g_monster_shalrath_health;
12 float autocvar_g_monster_shalrath_speed;
13 float autocvar_g_monster_shalrath_attack_spike_damage;
14 float autocvar_g_monster_shalrath_attack_spike_radius;
15 float autocvar_g_monster_shalrath_attack_spike_delay;
16 float autocvar_g_monster_shalrath_attack_melee_damage;
17 float autocvar_g_monster_shalrath_attack_melee_delay;
18 float autocvar_g_monster_shalrath_heal_self;
19 float autocvar_g_monster_shalrath_heal_friends;
20 float autocvar_g_monster_shalrath_heal_minhealth;
21 float autocvar_g_monster_shalrath_heal_range;
22 float autocvar_g_monster_shalrath_heal_delay;
23 float autocvar_g_monster_shalrath_shield_time;
24 float autocvar_g_monster_shalrath_shield_delay;
25 float autocvar_g_monster_shalrath_shield_blockpercent;
26 float autocvar_g_monster_shalrath_attack_grenade_damage;
27 float autocvar_g_monster_shalrath_attack_grenade_edgedamage;
28 float autocvar_g_monster_shalrath_attack_grenade_radius;
29 float autocvar_g_monster_shalrath_attack_grenade_lifetime;
30 float autocvar_g_monster_shalrath_attack_grenade_force;
31 float autocvar_g_monster_shalrath_attack_grenade_chance;
34 const float shalrath_anim_idle = 0;
35 const float shalrath_anim_walk = 1;
36 const float shalrath_anim_attack = 2;
37 const float shalrath_anim_pain = 3;
38 const float shalrath_anim_death = 4;
39 const float shalrath_anim_run = 5;
44 void() shalrath_shield;
45 void() shalrath_shield_die;
47 void shalrath_think ()
50 float friend_needshelp = FALSE;
54 if not(IsDifferentTeam(head, self))
56 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
57 if((!g_minstagib && head.health < autocvar_g_balance_health_regenstable) || (g_minstagib && head.ammo_cells < start_ammo_cells))
59 friend_needshelp = TRUE;
60 break; // found 1 player near us who is low on health
63 FOR_EACH_MONSTER(head)
65 if not(IsDifferentTeam(head, self))
67 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
68 if(head.health < head.max_health)
70 friend_needshelp = TRUE;
71 break; // found 1 player near us who is low on health
75 self.think = shalrath_think;
76 self.nextthink = time + self.ticrate;
79 if(time >= self.weaponentity.ltime)
80 shalrath_shield_die();
82 if(self.health < autocvar_g_monster_shalrath_heal_minhealth || friend_needshelp)
83 if(time >= self.attack_finished_single)
88 if(self.health < self.max_health)
89 if(time >= self.lastshielded)
93 monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
96 void shalrath_attack ()
98 monsters_setframe(shalrath_anim_attack);
99 self.delay = time + 0.2;
100 self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
101 self.monster_delayedattack = ShalMissile;
104 void shalrathattack_melee ()
106 monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
109 void shalrath_attack_melee ()
111 self.monster_delayedattack = shalrathattack_melee;
112 self.delay = time + 0.2;
113 monsters_setframe(shalrath_anim_attack);
114 self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
117 void shalrath_grenade_explode()
119 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
121 sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
122 RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_grenade_damage, autocvar_g_monster_shalrath_attack_grenade_edgedamage, autocvar_g_monster_shalrath_attack_grenade_radius, world, autocvar_g_monster_shalrath_attack_grenade_force, DEATH_MONSTER_MAGE, other);
126 void shalrath_grenade_touch()
131 shalrath_grenade_explode();
136 void shalrath_throw_itemgrenade()
138 makevectors(self.angles);
140 W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_shalrath_attack_grenade_damage);
141 w_shotdir = v_forward; // no TrueAim for grenades please
143 entity gren = spawn ();
144 gren.owner = gren.realowner = self;
145 gren.classname = "grenade";
146 gren.bot_dodge = FALSE;
147 gren.movetype = MOVETYPE_BOUNCE;
148 gren.solid = SOLID_TRIGGER;
149 gren.projectiledeathtype = DEATH_MONSTER_MAGE;
150 setorigin(gren, w_shotorg);
151 setsize(gren, '-64 -64 -64', '64 64 64');
153 gren.nextthink = time + autocvar_g_monster_shalrath_attack_grenade_lifetime;
154 gren.think = shalrath_grenade_explode;
155 gren.use = shalrath_grenade_explode;
156 gren.touch = shalrath_grenade_touch;
158 gren.missile_flags = MIF_SPLASH | MIF_ARC;
159 W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_shalrath_attack_grenade);
161 gren.flags = FL_PROJECTILE;
163 setmodel(gren, "models/items/g_h50.md3");
165 self.attack_finished_single = time + 1.5;
168 float shal_missile ()
170 if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
172 shalrath_throw_itemgrenade();
183 local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
185 if (self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
190 dir = normalize(vtemp - self.origin);
191 UpdateCSQCProjectile(self);
192 if (monster_skill == 3)
193 self.velocity = dir * 350;
195 self.velocity = dir * 250;
196 self.nextthink = time + 0.2;
197 self.think = ShalHome;
200 void shal_spike_explode ()
202 self.event_damage = func_null;
204 pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
205 RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_spike_damage, autocvar_g_monster_shalrath_attack_spike_damage * 0.5, autocvar_g_monster_shalrath_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
210 void shal_spike_touchexplode()
214 shal_spike_explode();
219 local entity missile = world;
220 local vector dir = '0 0 0';
221 local float dist = 0;
223 self.effects |= EF_MUZZLEFLASH;
226 missile.owner = missile.realowner = self;
228 self.v_angle = self.angles;
229 makevectors (self.angles);
231 dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
232 dist = vlen (self.enemy.origin - self.origin);
234 missile.think = ShalHome;
235 missile.ltime = time + 7;
236 missile.nextthink = time;
237 missile.solid = SOLID_BBOX;
238 missile.movetype = MOVETYPE_FLYMISSILE;
239 missile.flags = FL_PROJECTILE;
240 setorigin (missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
241 setsize (missile, '0 0 0', '0 0 0');
242 missile.velocity = dir * 400;
243 missile.avelocity = '300 300 300';
244 missile.enemy = self.enemy;
245 missile.touch = shal_spike_touchexplode;
247 CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
250 float ShalrathCheckAttack ()
252 vector spot1 = '0 0 0', spot2 = '0 0 0';
254 if (self.health <= 0)
257 // reset delays when we have no enemy
260 self.monster_delayedattack = func_null;
264 if(self.monster_delayedattack && self.delay != -1)
266 if(time < self.delay)
269 self.monster_delayedattack();
271 self.monster_delayedattack = func_null;
274 if(time < self.attack_finished_single)
277 if (vlen(self.enemy.origin - self.origin) <= 120)
279 if (self.attack_melee)
281 monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
287 // see if any entities are in the way of the shot
288 spot1 = self.origin + self.view_ofs;
289 spot2 = self.enemy.origin + self.enemy.view_ofs;
291 traceline (spot1, spot2, FALSE, self);
293 if (trace_ent != self.enemy && trace_fraction < 1)
294 return FALSE; // don't have a clear shot
296 //if (trace_inopen && trace_inwater)
297 // return FALSE; // sight line crossed contents
299 if (self.attack_ranged())
308 if(self.health < self.max_health) // only show our effect if we are healing ourself too
309 pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
310 self.health = bound(0, self.health + autocvar_g_monster_shalrath_heal_self, self.max_health);
311 WaypointSprite_UpdateHealth(self.sprite, self.health);
312 monsters_setframe(shalrath_anim_attack);
313 self.attack_finished_single = time + autocvar_g_monster_shalrath_heal_delay;
315 for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
319 if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
320 if not(IsDifferentTeam(head, self))
324 if((g_minstagib && head.ammo_cells < start_ammo_cells) || head.health < g_pickup_healthmedium_max)
325 pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
327 head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
329 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, g_pickup_healthmedium_max);
333 if(head.health < head.max_health)
334 pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
335 head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, head.max_health);
336 WaypointSprite_UpdateHealth(head.sprite, head.health);
342 void shalrath_shield_die()
344 if not(self.weaponentity)
345 return; // why would this be called without a shield?
349 remove(self.weaponentity);
351 self.weaponentity = world;
354 void shalrath_shield()
356 if(self.weaponentity)
357 return; // already have a shield
359 entity shield = spawn();
362 shield.team = self.team;
363 shield.ltime = time + autocvar_g_monster_shalrath_shield_time;
365 shield.classname = "shield";
366 shield.effects = EF_ADDITIVE;
367 shield.movetype = MOVETYPE_NOCLIP;
368 shield.solid = SOLID_TRIGGER;
369 shield.avelocity = '7 0 11';
370 shield.scale = self.scale * 0.6;
372 setattachment(shield, self, "");
373 setmodel(shield, "models/ctf/shield.md3");
374 setsize(shield, shield.scale * shield.mins, shield.scale * shield.maxs);
376 self.weaponentity = shield;
378 self.lastshielded = time + autocvar_g_monster_shalrath_shield_delay;
380 monsters_setframe(shalrath_anim_attack);
381 self.attack_finished_single = time + 1;
383 self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
388 Monster_CheckDropCvars ("shalrath");
390 self.think = monster_dead_think;
391 self.nextthink = time + self.ticrate;
392 self.ltime = time + 5;
393 monsters_setframe(shalrath_anim_death);
395 monster_hook_death(); // for post-death mods
398 void shalrath_spawn ()
401 self.health = autocvar_g_monster_shalrath_health;
403 self.damageforcescale = 0.003;
404 self.classname = "monster_shalrath";
405 self.checkattack = ShalrathCheckAttack;
406 self.attack_ranged = shal_missile;
407 self.attack_melee = shalrath_attack_melee;
408 self.nextthink = time + random() * 0.5 + 0.1;
409 self.think = shalrath_think;
411 monsters_setframe(shalrath_anim_walk);
413 monster_setupsounds("shalrath");
415 monster_hook_spawn(); // for post-spawn mods
418 void spawnfunc_monster_shalrath ()
420 if not(autocvar_g_monster_shalrath) { remove(self); return; }
422 self.monster_spawnfunc = spawnfunc_monster_shalrath;
424 if(Monster_CheckAppearFlags(self))
427 if not (monster_initialize(
428 "Mage", MONSTER_MAGE,
429 SHALRATH_MIN, SHALRATH_MAX,
431 shalrath_die, shalrath_spawn))
438 // compatibility with old spawns
439 void spawnfunc_monster_vore () { spawnfunc_monster_shalrath(); }