/* fullname */ _("Mage")
);
-#define MAGE_SETTINGS(monster) \
- MON_ADD_CVAR(monster, health) \
- 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, heal_self) \
- MON_ADD_CVAR(monster, heal_allies) \
- MON_ADD_CVAR(monster, heal_minhealth) \
- MON_ADD_CVAR(monster, heal_range) \
- MON_ADD_CVAR(monster, heal_delay) \
- MON_ADD_CVAR(monster, shield_time) \
- MON_ADD_CVAR(monster, shield_delay) \
- MON_ADD_CVAR(monster, shield_blockpercent) \
- MON_ADD_CVAR(monster, speed_stop) \
- MON_ADD_CVAR(monster, speed_run) \
- MON_ADD_CVAR(monster, speed_walk)
-
-#ifdef SVQC
-MAGE_SETTINGS(mage)
-#endif // SVQC
#else
#ifdef SVQC
+float autocvar_g_monster_mage_health;
+float autocvar_g_monster_mage_attack_spike_damage;
+float autocvar_g_monster_mage_attack_spike_radius;
+float autocvar_g_monster_mage_attack_spike_delay;
+float autocvar_g_monster_mage_attack_spike_accel;
+float autocvar_g_monster_mage_attack_spike_decel;
+float autocvar_g_monster_mage_attack_spike_turnrate;
+float autocvar_g_monster_mage_attack_spike_speed_max;
+float autocvar_g_monster_mage_attack_spike_smart;
+float autocvar_g_monster_mage_attack_spike_smart_trace_min;
+float autocvar_g_monster_mage_attack_spike_smart_trace_max;
+float autocvar_g_monster_mage_attack_spike_smart_mindist;
+float autocvar_g_monster_mage_attack_push_damage;
+float autocvar_g_monster_mage_attack_push_radius;
+float autocvar_g_monster_mage_attack_push_delay;
+float autocvar_g_monster_mage_attack_push_force;
+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;
+float autocvar_g_monster_mage_heal_delay;
+float autocvar_g_monster_mage_shield_time;
+float autocvar_g_monster_mage_shield_delay;
+float autocvar_g_monster_mage_shield_blockpercent;
+float autocvar_g_monster_mage_speed_stop;
+float autocvar_g_monster_mage_speed_run;
+float autocvar_g_monster_mage_speed_walk;
+
const float mage_anim_idle = 0;
const float mage_anim_walk = 1;
const float mage_anim_attack = 2;
void() mage_shield;
.entity mage_spike;
+.float shield_ltime;
float friend_needshelp(entity e)
{
self.realowner.mage_spike = world;
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);
+ RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
remove (self);
}
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
+ spd - (autocvar_g_monster_mage_attack_spike_decel) * frametime,
+ (autocvar_g_monster_mage_attack_spike_speed_max),
+ spd + (autocvar_g_monster_mage_attack_spike_accel) * frametime
);
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
+ turnrate = (autocvar_g_monster_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)))
+ if ((autocvar_g_monster_mage_attack_spike_smart) && (dist > (autocvar_g_monster_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, 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));
+ self.wait = bound((autocvar_g_monster_mage_attack_spike_smart_trace_min), vlen(self.origin - trace_endpos), self.wait = (autocvar_g_monster_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);
CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
}
-void mage_attack_beam()
-{
- if(self.health <= 0 || self.enemy.health <= 0)
- return;
-
- traceline(self.origin + self.view_ofs, self.enemy.origin, FALSE, self);
-
- if(vlen(self.origin - trace_endpos) > 500)
- {
- self.attack_finished_single = time;
- return;
- }
-
- if(trace_ent)
- Damage(trace_ent, self, self, 10, DEATH_MONSTER_MAGE, trace_ent.origin, '0 0 0');
-
- trailparticles(self, particleeffectnum("TE_TEI_G3RED_HIT"), self.origin + self.view_ofs, trace_ent.origin);
-
- if(time < self.attack_finished_single)
- defer(0.1, mage_attack_beam);
-}
-
void mage_heal()
{
entity head;
float washealed = FALSE;
- for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain) if(friend_needshelp(head))
+ for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain) if(friend_needshelp(head))
{
washealed = TRUE;
string fx = "";
switch(self.skin)
{
case 0:
- if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), autocvar_g_balance_health_regenstable);
+ if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
fx = "healing_fx";
break;
case 1:
case 2:
if(head.armorvalue < autocvar_g_balance_armor_regenstable)
{
- head.armorvalue = bound(0, head.armorvalue + MON_CVAR(mage, heal_allies), autocvar_g_balance_armor_regenstable);
+ head.armorvalue = bound(0, head.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
fx = "armorrepair_fx";
}
break;
case 3:
- head.health = bound(0, head.health - ((head == self) ? MON_CVAR(mage, heal_self) : MON_CVAR(mage, heal_allies)), autocvar_g_balance_health_regenstable);
+ head.health = bound(0, head.health - ((head == self) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
fx = "rage";
break;
}
else
{
pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
- head.health = bound(0, head.health + MON_CVAR(mage, heal_allies), head.max_health);
+ head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
WaypointSprite_UpdateHealth(head.sprite, head.health);
}
}
if(washealed)
{
self.frame = mage_anim_attack;
- self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
+ self.attack_finished_single = time + (autocvar_g_monster_mage_heal_delay);
}
}
-void mage_shield_think()
+void mage_push()
{
- self.nextthink = time;
+ sound(self, CH_SHOTS, "weapons/tagexp1.wav", 1, ATTEN_NORM);
+ RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
+ pointparticles(particleeffectnum("TE_EXPLOSION"), self.origin, '0 0 0', 1);
+
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
+}
- if(time >= self.ltime || self.owner.health <= 0)
- {
- self.owner.armorvalue = 0;
- self.owner.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
- remove(self);
+void mage_teleport()
+{
+ if(vlen(self.enemy.origin - self.origin) >= 500)
return;
- }
+
+ makevectors(self.enemy.angles);
+ tracebox(self.enemy.origin + ((v_forward * -1) * 200), self.mins, self.maxs, self.origin, MOVE_NOMONSTERS, self);
+
+ if(trace_fraction < 1)
+ return;
+
+ pointparticles(particleeffectnum("spawn_event_neutral"), self.origin, '0 0 0', 1);
+ setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
+
+ self.attack_finished_single = time + 0.2;
+}
+
+void mage_shield_remove()
+{
+ self.effects &= ~(EF_ADDITIVE | EF_BLUE);
+ self.armorvalue = 0;
+ self.m_armor_blockpercent = autocvar_g_monsters_armor_blockpercent;
}
void mage_shield()
{
- if(self.weaponentity)
- return; // already have a shield
-
- entity shield = spawn();
-
- shield.owner = self;
- shield.team = self.team;
- shield.ltime = time + MON_CVAR(mage, shield_time);
- 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.lastshielded = time + MON_CVAR(mage, shield_delay);
-
+ self.effects |= (EF_ADDITIVE | EF_BLUE);
+ self.lastshielded = time + (autocvar_g_monster_mage_shield_delay);
+ self.m_armor_blockpercent = (autocvar_g_monster_mage_shield_blockpercent);
+ self.armorvalue = self.health;
+ self.shield_ltime = time + (autocvar_g_monster_mage_shield_time);
self.frame = mage_anim_attack;
self.attack_finished_single = time + 1;
-
- self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
- self.armorvalue = self.health;
}
float mage_attack(float attack_type)
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
+ {
+ if(random() <= 0.7)
+ {
+ mage_push();
+ return TRUE;
+ }
+
+ return FALSE;
+ }
case MONSTER_ATTACK_RANGED:
{
if not(self.mage_spike)
{
- if(random() <= 0.5)
+ if(random() <= 0.4)
{
- self.frame = mage_anim_attack;
- self.attack_finished_single = time + 1.5; // 0.3 seconds of beam
- defer(1.2, mage_attack_beam);
-
+ mage_teleport();
return TRUE;
}
else
{
self.frame = mage_anim_attack;
- self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
+ self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
defer(0.2, mage_attack_spike);
-
return TRUE;
}
}
entity head;
float need_help = FALSE;
- for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain)
+ for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain)
if(head != self)
if(friend_needshelp(head))
{
break;
}
- if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
+ if(self.health < (autocvar_g_monster_mage_heal_minhealth) || need_help)
if(time >= self.attack_finished_single)
if(random() < 0.5)
mage_heal();
+ if(time >= self.shield_ltime && self.armorvalue)
+ mage_shield_remove();
+
if(self.enemy)
if(self.health < self.max_health)
if(time >= self.lastshielded)
if(random() < 0.5)
mage_shield();
- monster_move(MON_CVAR(mage, speed_run), MON_CVAR(mage, speed_walk), MON_CVAR(mage, speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
+ monster_move((autocvar_g_monster_mage_speed_run), (autocvar_g_monster_mage_speed_walk), (autocvar_g_monster_mage_speed_stop), mage_anim_walk, mage_anim_run, mage_anim_idle);
return TRUE;
}
case MR_DEATH:
}
case MR_SETUP:
{
- if not(self.health) self.health = MON_CVAR(mage, health);
+ if not(self.health) self.health = (autocvar_g_monster_mage_health);
self.monster_loot = spawnfunc_item_health_large;
self.monster_attackfunc = mage_attack;
case MR_PRECACHE:
{
precache_model ("models/monsters/mage.dpm");
- precache_model ("models/ctf/shield.md3");
precache_sound ("weapons/grenade_impact.wav");
- return TRUE;
- }
- case MR_CONFIG:
- {
- MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
+ precache_sound ("weapons/tagexp1.wav");
return TRUE;
}
}