/* 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, attack_melee_damage) \
- MON_ADD_CVAR(monster, attack_melee_delay) \
- MON_ADD_CVAR(monster, attack_grenade_damage) \
- MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
- MON_ADD_CVAR(monster, attack_grenade_force) \
- MON_ADD_CVAR(monster, attack_grenade_radius) \
- MON_ADD_CVAR(monster, attack_grenade_lifetime) \
- MON_ADD_CVAR(monster, attack_grenade_chance) \
- MON_ADD_CVAR(monster, attack_grenade_speed) \
- MON_ADD_CVAR(monster, attack_grenade_speed_up) \
- 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_heal;
void() mage_shield;
+.entity mage_spike;
+.float shield_ltime;
+
float friend_needshelp(entity e)
{
if(e == world)
return FALSE;
if(e.health <= 0)
return FALSE;
- if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
- return FALSE;
- if(IsDifferentTeam(e, self))
+ if(DIFF_TEAM(e, self) && e != self.monster_owner)
return FALSE;
if(e.frozen)
return FALSE;
if(!IS_PLAYER(e))
- return (e.health < e.max_health);
+ return (e.flags & FL_MONSTER && e.health < e.max_health);
if(e.items & IT_INVINCIBLE)
return FALSE;
return FALSE;
}
-void mageattack_melee()
-{
- monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), mage_anim_attack, self.attack_range, MON_CVAR(mage, attack_melee_delay) - 0.2, DEATH_MONSTER_MAGE, TRUE);
-}
-
-void mage_grenade_explode()
-{
- pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
-
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
- RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_grenade_damage), MON_CVAR(mage, attack_grenade_edgedamage), MON_CVAR(mage, attack_grenade_radius), world, MON_CVAR(mage, attack_grenade_force), DEATH_MONSTER_MAGE, other);
- remove(self);
-}
-
-void mage_grenade_touch()
-{
- if(IS_PLAYER(other))
- {
- PROJECTILE_TOUCH;
- mage_grenade_explode();
- return;
- }
-}
-
-void mage_throw_itemgrenade()
-{
- makevectors(self.angles);
-
- entity gren = spawn ();
- gren.owner = gren.realowner = self;
- gren.classname = "grenade";
- gren.bot_dodge = FALSE;
- gren.movetype = MOVETYPE_BOUNCE;
- gren.solid = SOLID_TRIGGER;
- gren.projectiledeathtype = DEATH_MONSTER_MAGE;
- setorigin(gren, CENTER_OR_VIEWOFS(self));
- setsize(gren, '-64 -64 -64', '64 64 64');
-
- gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
- gren.think = mage_grenade_explode;
- gren.use = mage_grenade_explode;
- gren.touch = mage_grenade_touch;
-
- gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
-
- gren.flags = FL_PROJECTILE;
-
- setmodel(gren, "models/items/g_h50.md3");
-
- self.attack_finished_single = time + 1.5;
-}
-
void mage_spike_explode()
{
self.event_damage = func_null;
sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+ 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);
UpdateCSQCProjectile(self);
}
-void mage_spike()
+void mage_attack_spike()
{
entity missile;
vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
missile.enemy = self.enemy;
missile.touch = mage_spike_touch;
+ self.mage_spike = missile;
+
CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
}
entity head;
float washealed = FALSE;
- for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) 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.SendFlags |= MSF_STATUS;
+ head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
+ WaypointSprite_UpdateHealth(head.sprite, head.health);
}
}
if(washealed)
{
- monsters_setframe(mage_anim_attack);
- self.attack_finished_single = time + MON_CVAR(mage, heal_delay);
+ self.frame = mage_anim_attack;
+ 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);
-
- monsters_setframe(mage_anim_attack);
- self.attack_finished_single = time + 1;
-
- self.m_armor_blockpercent = MON_CVAR(mage, shield_blockpercent);
+ 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;
}
float mage_attack(float attack_type)
{
case MONSTER_ATTACK_MELEE:
{
- monsters_setframe(mage_anim_attack);
- self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
- defer(0.2, mageattack_melee);
-
- return TRUE;
+ if(random() <= 0.7)
+ {
+ mage_push();
+ return TRUE;
+ }
+
+ return FALSE;
}
case MONSTER_ATTACK_RANGED:
{
- if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
+ if not(self.mage_spike)
{
- mage_throw_itemgrenade();
- return TRUE;
+ if(random() <= 0.4)
+ {
+ mage_teleport();
+ return TRUE;
+ }
+ else
+ {
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + (autocvar_g_monster_mage_attack_spike_delay);
+ defer(0.2, mage_attack_spike);
+ return TRUE;
+ }
}
-
- monsters_setframe(mage_anim_attack);
- self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
- defer(0.2, mage_spike);
- return TRUE;
+ if(self.mage_spike)
+ return TRUE;
+ else
+ return FALSE;
}
}
entity head;
float need_help = FALSE;
- FOR_EACH_PLAYER(head)
- if(friend_needshelp(head))
- {
- need_help = TRUE;
- break; // found 1 player near us who is low on health
- }
- if(!need_help)
- FOR_EACH_MONSTER(head)
+ for(head = findradius(self.origin, (autocvar_g_monster_mage_heal_range)); head; head = head.chain)
if(head != self)
if(friend_needshelp(head))
{
need_help = TRUE;
- break; // found 1 player near us who is low on health
+ 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:
{
- monsters_setframe(mage_anim_death);
+ self.frame = mage_anim_death;
return TRUE;
}
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;
- monsters_setframe(mage_anim_walk);
+ self.frame = mage_anim_walk;
return TRUE;
}
- case MR_INIT:
+ case MR_PRECACHE:
{
- precache_model ("models/items/g_h50.md3");
- precache_model ("models/ctf/shield.md3");
+ precache_model ("models/monsters/mage.dpm");
precache_sound ("weapons/grenade_impact.wav");
- return TRUE;
- }
- case MR_CONFIG:
- {
- MON_CONFIG_SETTINGS(MAGE_SETTINGS(mage))
+ precache_sound ("weapons/tagexp1.wav");
return TRUE;
}
}
{
switch(req)
{
- case MR_DEATH:
- {
- // nothing
- return TRUE;
- }
- case MR_INIT:
+ case MR_PRECACHE:
{
precache_model ("models/monsters/mage.dpm");
return TRUE;