]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/server/monsters/monster/shalrath.qc
Rename hell-knight to knight
[xonotic/xonotic-data.pk3dir.git] / qcsrc / server / monsters / monster / shalrath.qc
index c38e0e948c105b1bb64bd0b5ec0620c6edc305e4..1ec6cec90042c5fc2c438b3156c0d608134c090f 100644 (file)
@@ -39,7 +39,6 @@ const float shalrath_anim_death       = 4;
 const float shalrath_anim_run          = 5;
 
 void() ShalMissile;
-float() shal_missile;
 void() shalrath_heal;
 void() shalrath_shield;
 void() shalrath_shield_die;
@@ -47,20 +46,21 @@ 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)
@@ -93,14 +93,6 @@ void shalrath_think()
        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);
@@ -109,14 +101,6 @@ void shalrathattack_melee()
        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);
@@ -168,19 +152,6 @@ void shalrath_throw_itemgrenade()
        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';
@@ -228,8 +199,7 @@ void ShalMissile()
        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);
@@ -250,61 +220,6 @@ void ShalMissile()
        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;
@@ -386,6 +301,39 @@ void shalrath_shield()
        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");
@@ -405,9 +353,7 @@ void shalrath_spawn()
 
        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;
        
@@ -439,7 +385,6 @@ void spawnfunc_monster_mage()
 }
 
 // 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