-// size
-const vector SHALRATH_MIN = '-36 -36 -24';
-const vector SHALRATH_MAX = '36 36 50';
-
-// model
-string SHALRATH_MODEL = "models/monsters/mage.dpm";
-
-#ifdef SVQC
-// cvars
-float autocvar_g_monster_shalrath;
-float autocvar_g_monster_shalrath_health;
-float autocvar_g_monster_shalrath_speed;
-float autocvar_g_monster_shalrath_attack_spike_damage;
-float autocvar_g_monster_shalrath_attack_spike_radius;
-float autocvar_g_monster_shalrath_attack_spike_delay;
-float autocvar_g_monster_shalrath_attack_melee_damage;
-float autocvar_g_monster_shalrath_attack_melee_delay;
-float autocvar_g_monster_shalrath_heal_self;
-float autocvar_g_monster_shalrath_heal_friends;
-float autocvar_g_monster_shalrath_heal_minhealth;
-float autocvar_g_monster_shalrath_heal_range;
-float autocvar_g_monster_shalrath_heal_delay;
-float autocvar_g_monster_shalrath_shield_time;
-float autocvar_g_monster_shalrath_shield_delay;
-float autocvar_g_monster_shalrath_shield_blockpercent;
-float autocvar_g_monster_shalrath_attack_grenade_damage;
-float autocvar_g_monster_shalrath_attack_grenade_edgedamage;
-float autocvar_g_monster_shalrath_attack_grenade_radius;
-float autocvar_g_monster_shalrath_attack_grenade_lifetime;
-float autocvar_g_monster_shalrath_attack_grenade_force;
-float autocvar_g_monster_shalrath_attack_grenade_chance;
-
-// animations
-const float shalrath_anim_idle = 0;
-const float shalrath_anim_walk = 1;
-const float shalrath_anim_attack = 2;
-const float shalrath_anim_pain = 3;
-const float shalrath_anim_death = 4;
-const float shalrath_anim_run = 5;
-
-void() ShalMissile;
-void() shalrath_heal;
-void() shalrath_shield;
-void() shalrath_shield_die;
-
-void shalrath_think()
-{
- entity head;
- 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(need_hpammo)
- {
- friend_needshelp = TRUE;
- break; // found 1 player near us who is low on health
- }
- }
- 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)
- if(head.health < head.max_health)
- {
- friend_needshelp = TRUE;
- break; // found 1 player near us who is low on health
- }
- }
-
- self.think = shalrath_think;
- self.nextthink = time + self.ticrate;
-
- if(self.weaponentity)
- if(time >= self.weaponentity.ltime)
- shalrath_shield_die();
-
- if(self.health < autocvar_g_monster_shalrath_heal_minhealth || friend_needshelp)
- if(time >= self.attack_finished_single)
- if(random() < 0.5)
- shalrath_heal();
-
- if(self.enemy)
- if(self.health < self.max_health)
- if(time >= self.lastshielded)
- if(random() < 0.5)
- shalrath_shield();
-
- monster_move(autocvar_g_monster_shalrath_speed, autocvar_g_monster_shalrath_speed, 50, shalrath_anim_walk, shalrath_anim_run, shalrath_anim_idle);
-}
-
-void shalrathattack_melee()
-{
- monster_melee(self.enemy, autocvar_g_monster_shalrath_attack_melee_damage, 0.3, DEATH_MONSTER_MAGE, TRUE);
-
- self.delay = -1;
- self.monster_delayedattack = func_null;
-}
-
-void shalrath_grenade_explode()
-{
- pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
-
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
- RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_grenade_damage, autocvar_g_monster_shalrath_attack_grenade_edgedamage, autocvar_g_monster_shalrath_attack_grenade_radius, world, autocvar_g_monster_shalrath_attack_grenade_force, DEATH_MONSTER_MAGE, other);
- remove(self);
-}
-
-void shalrath_grenade_touch()
-{
- if(IS_PLAYER(other))
- {
- PROJECTILE_TOUCH;
- shalrath_grenade_explode();
- return;
- }
-}
-
-void shalrath_throw_itemgrenade()
-{
- makevectors(self.angles);
-
- W_SetupShot_ProjectileSize (self, '-64 -64 -64', '64 64 64', FALSE, 4, "", CH_WEAPON_A, autocvar_g_monster_shalrath_attack_grenade_damage);
- w_shotdir = v_forward; // no TrueAim for grenades please
-
- 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, w_shotorg);
- setsize(gren, '-64 -64 -64', '64 64 64');
-
- gren.nextthink = time + autocvar_g_monster_shalrath_attack_grenade_lifetime;
- gren.think = shalrath_grenade_explode;
- gren.use = shalrath_grenade_explode;
- gren.touch = shalrath_grenade_touch;
-
- gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SETUPPROJECTILEVELOCITY_UP(gren, g_monster_shalrath_attack_grenade);
-
- gren.flags = FL_PROJECTILE;
-
- setmodel(gren, "models/items/g_h50.md3");
-
- self.attack_finished_single = time + 1.5;
-}
-
-void ShalHome()
-{
- local vector dir = '0 0 0', vtemp = self.enemy.origin + '0 0 10';
-
- if (self.enemy.health <= 0 || self.owner.health <= 0 || time >= self.ltime)
- {
- remove(self);
- return;
- }
- dir = normalize(vtemp - self.origin);
- UpdateCSQCProjectile(self);
- if (monster_skill == 3)
- self.velocity = dir * 350;
- else
- self.velocity = dir * 250;
- self.nextthink = time + 0.2;
- self.think = ShalHome;
-}
-
-void shal_spike_explode()
-{
- self.event_damage = func_null;
-
- pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
- RadiusDamage (self, self.realowner, autocvar_g_monster_shalrath_attack_spike_damage, autocvar_g_monster_shalrath_attack_spike_damage * 0.5, autocvar_g_monster_shalrath_attack_spike_radius, world, 0, DEATH_MONSTER_MAGE, other);
-
- remove (self);
-}
-
-void shal_spike_touchexplode()
-{
- PROJECTILE_TOUCH;
-
- shal_spike_explode();
-}
-
-void ShalMissile()
-{
- local entity missile = world;
- local vector dir = '0 0 0';
- local float dist = 0;
-
- self.effects |= EF_MUZZLEFLASH;
-
- missile = spawn ();
- missile.owner = missile.realowner = self;
-
- monster_makevectors(self.enemy);
-
- dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
- dist = vlen (self.enemy.origin - self.origin);
-
- missile.think = ShalHome;
- missile.ltime = time + 7;
- missile.nextthink = time;
- missile.solid = SOLID_BBOX;
- missile.movetype = MOVETYPE_FLYMISSILE;
- missile.flags = FL_PROJECTILE;
- setorigin (missile, self.origin + v_forward * 14 + '0 0 30' + v_right * -14);
- setsize (missile, '0 0 0', '0 0 0');
- missile.velocity = dir * 400;
- missile.avelocity = '300 300 300';
- missile.enemy = self.enemy;
- missile.touch = shal_spike_touchexplode;
-
- CSQCProjectile(missile, TRUE, PROJECTILE_VORE_SPIKE, TRUE);
-}
-
-void shalrath_heal()
-{
- entity head;
- if(self.health < self.max_health) // only show our effect if we are healing ourself too
- pointparticles(particleeffectnum("healing_fx"), self.origin, '0 0 0', 1);
- self.health = bound(0, self.health + autocvar_g_monster_shalrath_heal_self, self.max_health);
- WaypointSprite_UpdateHealth(self.sprite, self.health);
- monsters_setframe(shalrath_anim_attack);
- self.attack_finished_single = time + autocvar_g_monster_shalrath_heal_delay;
-
- for(head = world; (head = findfloat(head, monster_attack, TRUE)); )
- {
- if(head.health > 0)
- if not(head.frozen)
- if(vlen(head.origin - self.origin) < autocvar_g_monster_shalrath_heal_range)
- if not(IsDifferentTeam(head, self))
- {
- if(IS_PLAYER(head))
- {
- 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);
- else
- head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, g_pickup_healthmedium_max);
- }
- else
- {
- if(head.health < head.max_health)
- pointparticles(particleeffectnum("healing_fx"), head.origin, '0 0 0', 1);
- head.health = bound(0, head.health + autocvar_g_monster_shalrath_heal_friends, head.max_health);
- WaypointSprite_UpdateHealth(head.sprite, head.health);
- }
- }
- }
-}
-
-void shalrath_shield_die()
-{
- if not(self.weaponentity)
- return; // why would this be called without a shield?
-
- self.armorvalue = 1;
-
- remove(self.weaponentity);
-
- self.weaponentity = world;
-}
-
-void shalrath_shield()
-{
- if(self.weaponentity)
- return; // already have a shield
-
- entity shield = spawn();
-
- 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;
-
- monsters_setframe(shalrath_anim_attack);
- self.attack_finished_single = time + 1;
-
- 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.think = monster_dead_think;
- self.nextthink = time + self.ticrate;
- self.ltime = time + 5;
- monsters_setframe(shalrath_anim_death);
-
- monster_hook_death(); // for post-death mods
-}
-
-void shalrath_spawn()
-{
- if not(self.health)
- self.health = autocvar_g_monster_shalrath_health;
-
- self.damageforcescale = 0.003;
- self.classname = "monster_shalrath";
- self.monster_attackfunc = mage_attack;
- self.nextthink = time + random() * 0.5 + 0.1;
- self.think = shalrath_think;
-
- monsters_setframe(shalrath_anim_walk);
-
- monster_setupsounds("shalrath");
-
- monster_hook_spawn(); // for post-spawn mods
-}
-
-void spawnfunc_monster_mage()
-{
- if not(autocvar_g_monster_shalrath) { remove(self); return; }
-
- self.monster_spawnfunc = spawnfunc_monster_mage;
-
- if(Monster_CheckAppearFlags(self))
- return;
-
- if not (monster_initialize(
- "Mage", MONSTER_MAGE,
- SHALRATH_MIN, SHALRATH_MAX,
- FALSE,
- shalrath_die, shalrath_spawn))
- {
- remove(self);
- return;
- }
-}
-
-// compatibility with old spawns
-void spawnfunc_monster_shalrath() { spawnfunc_monster_mage(); }
-
-#endif // SVQC