Send_Effect(EFFECT_EXPLOSION_SMALL, this.origin, '0 0 0', 1);
RadiusDamage (this, this.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), NULL, NULL, 0, DEATH_MONSTER_MAGE.m_id, directhitentity);
- delete (this);
+ delete(this);
}
void M_Mage_Attack_Spike_Touch(entity this, entity toucher)
FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_mage_heal_range, M_Mage_Defend_Heal_Check(this, it),
{
washealed = true;
- string fx = "";
+ entity fx = EFFECT_Null;
if(IS_PLAYER(it))
{
switch(this.skin)
{
case 0:
if(it.health < autocvar_g_balance_health_regenstable) it.health = bound(0, it.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
- fx = EFFECT_HEALING.eent_eff_name;
+ fx = EFFECT_HEALING;
break;
case 1:
if(it.ammo_cells) it.ammo_cells = bound(it.ammo_cells, it.ammo_cells + 1, g_pickup_cells_max);
if(it.ammo_rockets) it.ammo_rockets = bound(it.ammo_rockets, it.ammo_rockets + 1, g_pickup_rockets_max);
if(it.ammo_shells) it.ammo_shells = bound(it.ammo_shells, it.ammo_shells + 2, g_pickup_shells_max);
if(it.ammo_nails) it.ammo_nails = bound(it.ammo_nails, it.ammo_nails + 5, g_pickup_nails_max);
- fx = "ammoregen_fx";
+ fx = EFFECT_AMMO_REGEN;
break;
case 2:
if(it.armorvalue < autocvar_g_balance_armor_regenstable)
{
it.armorvalue = bound(0, it.armorvalue + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_armor_regenstable);
- fx = "armorrepair_fx";
+ fx = EFFECT_ARMOR_REPAIR;
}
break;
case 3:
it.health = bound(0, it.health - ((it == this) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
- fx = EFFECT_RAGE.eent_eff_name;
+ fx = EFFECT_RAGE;
break;
}
- Send_Effect_(fx, it.origin, '0 0 0', 1);
+ Send_Effect(fx, it.origin, '0 0 0', 1);
}
else
{
this.anim_finished = time + 1;
}
-bool M_Mage_Attack(int attack_type, entity actor, entity targ)
+bool M_Mage_Attack(int attack_type, entity actor, entity targ, .entity weaponentity)
{
- .entity weaponentity = weaponentities[0];
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
#endif
#ifdef SVQC
.float speed;
-spawnfunc(item_health_big);
METHOD(Mage, mr_setup, bool(Mage this, entity actor))
{
TC(Mage, this);
if(!actor.stopspeed) { actor.stopspeed = (autocvar_g_monster_mage_speed_stop); }
if(!actor.damageforcescale) { actor.damageforcescale = (autocvar_g_monster_mage_damageforcescale); }
- actor.monster_loot = spawnfunc_item_health_big;
+ actor.monster_loot = ITEM_HealthBig;
actor.monster_attackfunc = M_Mage_Attack;
return true;
}
-
-METHOD(Mage, mr_precache, bool(Mage this))
-{
- TC(Mage, this);
- return true;
-}
#endif