float autocvar_g_monster_mage_attack_teleport_delay = 2;
float autocvar_g_monster_mage_attack_teleport_random = 0.4;
float autocvar_g_monster_mage_attack_teleport_random_range = 1200;
-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;
);
}
case 2: return (GetResource(targ, RES_ARMOR) < autocvar_g_balance_armor_regenstable);
- case 3: return (GetResource(targ, RES_HEALTH) > 0);
}
return false;
fx = EFFECT_ARMOR_REPAIR;
}
break;
- case 3:
- float hp = ((it == this) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_allies);
- TakeResource(it, RES_HEALTH, hp); // TODO: use regular damage functions? needs a way to bypass friendly fire checks
- fx = EFFECT_RAGE;
- break;
}
Send_Effect(fx, it.origin, '0 0 0', 1);