const float shalrath_anim_run = 5;
void() ShalMissile;
-float() shal_missile;
void() shalrath_heal;
void() shalrath_shield;
void() shalrath_shield_die;
-void shalrath_think ()
+void shalrath_think()
{
entity head;
- float friend_needshelp = FALSE;
+ float friend_needshelp = FALSE, need_hpammo = FALSE;
FOR_EACH_PLAYER(head)
{
+ need_hpammo = ((g_minstagib) ? head.ammo_cells < start_ammo_cells : head.health < autocvar_g_balance_health_regenstable);
if not(IsDifferentTeam(head, self))
if(head.health > 0)
- if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
- if((!g_minstagib && head.health < autocvar_g_balance_health_regenstable) || (g_minstagib && head.ammo_cells < start_ammo_cells))
+ if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
+ if(need_hpammo)
{
friend_needshelp = TRUE;
break; // found 1 player near us who is low on health
}
}
- FOR_EACH_MONSTER(head)
+ FOR_EACH_MONSTER(head) if(head != self)
{
if not(IsDifferentTeam(head, self))
if(head.health > 0)
- if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
- if((!g_minstagib && head.health < autocvar_g_balance_health_regenstable) || (g_minstagib && head.ammo_cells < start_ammo_cells))
+ if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
+ if(head.health < head.max_health)
{
friend_needshelp = TRUE;
break; // found 1 player near us who is low on health
shalrath_heal();
if(self.enemy)
- if not(self.spawnflags & MONSTERFLAG_GIANT) // giants are too big to hold a shield
if(self.health < self.max_health)
if(time >= self.lastshielded)
if(random() < 0.5)
monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
}
-void shalrath_attack ()
-{
- monsters_setframe(shalrath_anim_attack);
- self.delay = time + 0.2;
- self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
- self.monster_delayedattack = ShalMissile;
-}
-
-void shalrathattack_melee ()
+void shalrathattack_melee()
{
monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
-}
-
-void shalrath_attack_melee ()
-{
- self.monster_delayedattack = shalrathattack_melee;
- self.delay = time + 0.2;
- monsters_setframe(shalrath_anim_attack);
- self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
+
+ self.delay = -1;
+ self.monster_delayedattack = func_null;
}
void shalrath_grenade_explode()
self.attack_finished_single = time + 1.5;
}
-float shal_missile ()
-{
- if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
- {
- shalrath_throw_itemgrenade();
- return TRUE;
- }
-
- shalrath_attack();
-
- return TRUE;
-}
-
-void ShalHome ()
+void ShalHome()
{
local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
self.think = ShalHome;
}
-void shal_spike_explode ()
+void shal_spike_explode()
{
self.event_damage = func_null;
shal_spike_explode();
}
-void ShalMissile ()
+void ShalMissile()
{
local entity missile = world;
local vector dir = '0 0 0';
missile = spawn ();
missile.owner = missile.realowner = self;
- self.v_angle = self.angles;
- makevectors (self.angles);
+ monster_makevectors(self.enemy);
dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
dist = vlen (self.enemy.origin - self.origin);
CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
}
-float ShalrathCheckAttack ()
-{
- vector spot1 = '0 0 0', spot2 = '0 0 0';
-
- if (self.health <= 0)
- return FALSE;
-
- // reset delays when we have no enemy
- if not(self.enemy)
- {
- self.monster_delayedattack = func_null;
- self.delay = -1;
- }
-
- if(self.monster_delayedattack && self.delay != -1)
- {
- if(time < self.delay)
- return FALSE;
-
- self.monster_delayedattack();
- self.delay = -1;
- self.monster_delayedattack = func_null;
- }
-
- if(time < self.attack_finished_single)
- return FALSE;
-
- if (vlen(self.enemy.origin - self.origin) <= 120)
- { // melee attack
- if (self.attack_melee)
- {
- monster_sound(self.msound_attack_melee, 0, FALSE); // no delay for attack sounds
- self.attack_melee();
- return TRUE;
- }
- }
-
-// see if any entities are in the way of the shot
- spot1 = self.origin + self.view_ofs;
- spot2 = self.enemy.origin + self.enemy.view_ofs;
-
- traceline (spot1, spot2, FALSE, self);
-
- if (trace_ent != self.enemy && trace_fraction < 1)
- return FALSE; // don't have a clear shot
-
- //if (trace_inopen && trace_inwater)
- // return FALSE; // sight line crossed contents
-
- if (self.attack_ranged())
- return TRUE;
-
- return FALSE;
-}
-
void shalrath_heal()
{
entity head;
{
if(head.health > 0)
if not(head.frozen)
- if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range * self.scale)
+ if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
if not(IsDifferentTeam(head, self))
{
if(IS_PLAYER(head))
{
- if(head.ammo_cells < start_ammo_cells || head.health < g_pickup_healthmedium_max)
+ if((g_minstagib && head.ammo_cells < start_ammo_cells) || head.health < start_health)
pointparticles(particleeffectnum(((g_minstagib) ? "ammoregen_fx" : "healing_fx")), head.origin, '0 0 0', 1);
if(g_minstagib)
head.ammo_cells = bound(0, head.ammo_cells + 1, start_ammo_cells);
{
if(self.weaponentity)
return; // already have a shield
+
+ entity shield = spawn();
- self.weaponentity = spawn();
- self.weaponentity.owner = self.weaponentity.realowner = self;
- setmodel(self.weaponentity, "models/onslaught/generator_shield.md3");
- setattachment(self.weaponentity, self, "");
- self.weaponentity.classname = "shield";
- self.weaponentity.ltime = time + autocvar_g_monster_shalrath_shield_time;
- self.weaponentity.health = 70;
- self.weaponentity.alpha = 0.5;
- self.weaponentity.scale = self.scale * 0.6;
- self.weaponentity.effects = EF_ADDITIVE;
- self.weaponentity.solid = SOLID_NOT;
- self.weaponentity.movetype = MOVETYPE_NOCLIP;
- self.weaponentity.avelocity = '7 0 11';
+ shield.owner = self;
+ shield.team = self.team;
+ shield.ltime = time + autocvar_g_monster_shalrath_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;
+
+ 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 + autocvar_g_monster_shalrath_shield_delay;
self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
}
-void shalrath_die ()
+float mage_attack(float attack_type)
+{
+ switch(attack_type)
+ {
+ case MONSTER_ATTACK_MELEE:
+ {
+ self.monster_delayedattack = shalrathattack_melee;
+ self.delay = time + 0.2;
+ monsters_setframe(shalrath_anim_attack);
+ self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_melee_delay;
+
+ return TRUE;
+ }
+ case MONSTER_ATTACK_RANGED:
+ {
+ if(random() < autocvar_g_monster_shalrath_attack_grenade_chance / 100)
+ {
+ shalrath_throw_itemgrenade();
+ return TRUE;
+ }
+
+ monsters_setframe(shalrath_anim_attack);
+ self.delay = time + 0.2;
+ self.attack_finished_single = time + autocvar_g_monster_shalrath_attack_spike_delay;
+ self.monster_delayedattack = ShalMissile;
+
+ return TRUE;
+ }
+ }
+
+ return FALSE;
+}
+
+void shalrath_die()
{
Monster_CheckDropCvars ("shalrath");
monster_hook_death(); // for post-death mods
}
-void shalrath_spawn ()
+void shalrath_spawn()
{
if not(self.health)
- self.health = autocvar_g_monster_shalrath_health * self.scale;
+ self.health = autocvar_g_monster_shalrath_health;
self.damageforcescale = 0.003;
self.classname = "monster_shalrath";
- self.checkattack = ShalrathCheckAttack;
- self.attack_ranged = shal_missile;
- self.attack_melee = shalrath_attack_melee;
+ self.monster_attackfunc = mage_attack;
self.nextthink = time + random() * 0.5 + 0.1;
self.think = shalrath_think;
monster_hook_spawn(); // for post-spawn mods
}
-void spawnfunc_monster_shalrath ()
+void spawnfunc_monster_mage()
{
if not(autocvar_g_monster_shalrath) { remove(self); return; }
- self.monster_spawnfunc = spawnfunc_monster_shalrath;
+ self.monster_spawnfunc = spawnfunc_monster_mage;
if(Monster_CheckAppearFlags(self))
return;
}
// compatibility with old spawns
-void spawnfunc_monster_vore () { spawnfunc_monster_shalrath(); }
+void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
#endif // SVQC