#ifndef WYVERN_H #define WYVERN_H #ifndef MENUQC MODEL(MON_WYVERN, M_Model("wizard.mdl")); #endif CLASS(Wyvern, Monster) ATTRIB(Wyvern, spawnflags, int, MONSTER_TYPE_FLY | MONSTER_SIZE_BROKEN | MON_FLAG_RANGED | MON_FLAG_RIDE); ATTRIB(Wyvern, mins, vector, '-20 -20 -58'); ATTRIB(Wyvern, maxs, vector, '20 20 20'); #ifndef MENUQC ATTRIB(Wyvern, m_model, Model, MDL_MON_WYVERN); #endif ATTRIB(Wyvern, netname, string, "wyvern"); ATTRIB(Wyvern, monster_name, string, _("Wyvern")); ENDCLASS(Wyvern) REGISTER_MONSTER(WYVERN, NEW(Wyvern)) { #ifndef MENUQC this.mr_precache(this); #endif } #include CLASS(WyvernAttack, PortoLaunch) /* flags */ ATTRIB(WyvernAttack, spawnflags, int, WEP_TYPE_OTHER | WEP_FLAG_HIDDEN | WEP_FLAG_MUTATORBLOCKED); /* impulse */ ATTRIB(WyvernAttack, impulse, int, 9); /* refname */ ATTRIB(WyvernAttack, netname, string, "wyvern"); /* wepname */ ATTRIB(WyvernAttack, m_name, string, _("Wyvern attack")); ENDCLASS(WyvernAttack) REGISTER_WEAPON(WYVERN_ATTACK, NEW(WyvernAttack)); #endif #ifdef IMPLEMENTATION #ifdef SVQC float autocvar_g_monster_wyvern_attack_fireball_damage; float autocvar_g_monster_wyvern_attack_fireball_edgedamage; float autocvar_g_monster_wyvern_attack_fireball_damagetime; float autocvar_g_monster_wyvern_attack_fireball_force; float autocvar_g_monster_wyvern_attack_fireball_radius; float autocvar_g_monster_wyvern_attack_fireball_speed; void M_Wyvern_Attack_Fireball_Explode(entity this); void M_Wyvern_Attack_Fireball_Touch(entity this); SOUND(WyvernAttack_FIRE, W_Sound("electro_fire")); METHOD(WyvernAttack, wr_think, void(WyvernAttack thiswep, entity actor, .entity weaponentity, int fire)) { TC(WyvernAttack, thiswep); if (fire & 1) if (time > actor.attack_finished_single[0] || weapon_prepareattack(thiswep, actor, weaponentity, false, 1.2)) { if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0); if (IS_MONSTER(actor)) { actor.attack_finished_single[0] = time + 1.2; actor.anim_finished = time + 1.2; monster_makevectors(actor, actor.enemy); } entity missile = spawn(); missile.owner = missile.realowner = actor; missile.solid = SOLID_TRIGGER; missile.movetype = MOVETYPE_FLYMISSILE; missile.projectiledeathtype = DEATH_MONSTER_WYVERN.m_id; setsize(missile, '-6 -6 -6', '6 6 6'); setorigin(missile, actor.origin + actor.view_ofs + v_forward * 14); missile.flags = FL_PROJECTILE; missile.velocity = w_shotdir * (autocvar_g_monster_wyvern_attack_fireball_speed); missile.avelocity = '300 300 300'; missile.nextthink = time + 5; setthink(missile, M_Wyvern_Attack_Fireball_Explode); settouch(missile, M_Wyvern_Attack_Fireball_Touch); CSQCProjectile(missile, true, PROJECTILE_FIREMINE, true); weapon_thinkf(actor, weaponentity, WFRAME_FIRE1, 0, w_ready); } } METHOD(WyvernAttack, wr_checkammo1, bool(WyvernAttack this, entity actor)) { TC(WyvernAttack, this); return true; } float autocvar_g_monster_wyvern_health; float autocvar_g_monster_wyvern_damageforcescale = 0.6; float autocvar_g_monster_wyvern_speed_stop; float autocvar_g_monster_wyvern_speed_run; float autocvar_g_monster_wyvern_speed_walk; /* const float wyvern_anim_hover = 0; const float wyvern_anim_fly = 1; const float wyvern_anim_magic = 2; const float wyvern_anim_pain = 3; const float wyvern_anim_death = 4; */ void M_Wyvern_Attack_Fireball_Explode(entity this) { Send_Effect(EFFECT_FIREBALL_EXPLODE, this.origin, '0 0 0', 1); entity own = this.realowner; RadiusDamage(this, own, autocvar_g_monster_wyvern_attack_fireball_damage, autocvar_g_monster_wyvern_attack_fireball_edgedamage, autocvar_g_monster_wyvern_attack_fireball_force, NULL, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, NULL); FOREACH_ENTITY_FLOAT(takedamage, DAMAGE_AIM, { if(vdist(it.origin - this.origin, <=, autocvar_g_monster_wyvern_attack_fireball_radius)) Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, this.projectiledeathtype); }); remove(this); } void M_Wyvern_Attack_Fireball_Touch(entity this) { PROJECTILE_TOUCH(this); M_Wyvern_Attack_Fireball_Explode(this); } bool M_Wyvern_Attack(int attack_type, entity actor, entity targ) { .entity weaponentity = weaponentities[0]; switch(attack_type) { case MONSTER_ATTACK_MELEE: case MONSTER_ATTACK_RANGED: { w_shotdir = normalize((actor.enemy.origin + '0 0 10') - actor.origin); Weapon wep = WEP_WYVERN_ATTACK; wep.wr_think(wep, actor, weaponentity, 1); return true; } } return false; } spawnfunc(monster_wyvern) { Monster_Spawn(this, MON_WYVERN.monsterid); } #endif // SVQC #ifdef SVQC METHOD(Wyvern, mr_think, bool(Wyvern this, entity actor)) { TC(Wyvern, this); return true; } METHOD(Wyvern, mr_pain, float(Wyvern this, entity actor, float damage_take, entity attacker, float deathtype)) { TC(Wyvern, this); actor.pain_finished = time + 0.5; setanim(actor, actor.anim_pain1, true, true, false); return damage_take; } METHOD(Wyvern, mr_death, bool(Wyvern this, entity actor)) { TC(Wyvern, this); setanim(actor, actor.anim_die1, false, true, true); actor.velocity_x = -200 + 400 * random(); actor.velocity_y = -200 + 400 * random(); actor.velocity_z = 100 + 100 * random(); return true; } #endif #ifndef MENUQC METHOD(Wyvern, mr_anim, bool(Wyvern this, entity actor)) { TC(Wyvern, this); vector none = '0 0 0'; actor.anim_die1 = animfixfps(actor, '4 1 0.5', none); // 2 seconds actor.anim_walk = animfixfps(actor, '1 1 1', none); actor.anim_idle = animfixfps(actor, '0 1 1', none); actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds actor.anim_shoot = animfixfps(actor, '2 1 5', none); // analyze models and set framerate actor.anim_run = animfixfps(actor, '1 1 1', none); return true; } #endif #ifdef SVQC spawnfunc(item_cells); METHOD(Wyvern, mr_setup, bool(Wyvern this, entity actor)) { TC(Wyvern, this); if(!actor.health) actor.health = (autocvar_g_monster_wyvern_health); if(!actor.speed) { actor.speed = (autocvar_g_monster_wyvern_speed_walk); } if(!actor.speed2) { actor.speed2 = (autocvar_g_monster_wyvern_speed_run); } if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_wyvern_speed_stop); } if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_wyvern_damageforcescale); } actor.monster_loot = spawnfunc_item_cells; actor.monster_attackfunc = M_Wyvern_Attack; return true; } METHOD(Wyvern, mr_precache, bool(Wyvern this)) { TC(Wyvern, this); return true; } #endif #endif