void() mage_heal;
void() mage_shield;
-void() mage_shield_die;
float friend_needshelp(entity e)
{
}
}
-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)