const float shalrath_anim_run = 5;
void() ShalMissile;
-float() shal_missile;
void() shalrath_heal;
void() shalrath_shield;
void() shalrath_shield_die;
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)
- if((!g_minstagib && head.health < start_health) || (g_minstagib && head.ammo_cells < start_ammo_cells))
+ 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)
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()
{
monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
self.monster_delayedattack = func_null;
}
-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;
-}
-
void shalrath_grenade_explode()
{
pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
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()
{
local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
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;
self.armorvalue = autocvar_g_monster_shalrath_shield_blockpercent / 100;
}
+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");
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;
}
// compatibility with old spawns
-void spawnfunc_monster_vore () { spawnfunc_monster_mage(); }
-void spawnfunc_monster_shalrath () { spawnfunc_monster_mage(); }
+void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
#endif // SVQC