self.realowner.mage_spike = world;
- Send_Effect("explosion_small", self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_EXPLOSION_SMALL, self.origin, '0 0 0', 1);
RadiusDamage (self, self.realowner, (autocvar_g_monster_mage_attack_spike_damage), (autocvar_g_monster_mage_attack_spike_damage) * 0.5, (autocvar_g_monster_mage_attack_spike_radius), world, world, 0, DEATH_MONSTER_MAGE, other);
remove (self);
{
case 0:
if(head.health < autocvar_g_balance_health_regenstable) head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), autocvar_g_balance_health_regenstable);
- fx = "healing_fx";
+ fx = EFFECT_HEALING.eent_eff_name;
break;
case 1:
if(head.ammo_cells) head.ammo_cells = bound(head.ammo_cells, head.ammo_cells + 1, g_pickup_cells_max);
break;
case 3:
head.health = bound(0, head.health - ((head == self) ? (autocvar_g_monster_mage_heal_self) : (autocvar_g_monster_mage_heal_allies)), autocvar_g_balance_health_regenstable);
- fx = "rage";
+ fx = EFFECT_RAGE.eent_eff_name;
break;
}
- Send_Effect(fx, head.origin, '0 0 0', 1);
+ Send_Effect_(fx, head.origin, '0 0 0', 1);
}
else
{
- Send_Effect("healing_fx", head.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_HEALING, head.origin, '0 0 0', 1);
head.health = bound(0, head.health + (autocvar_g_monster_mage_heal_allies), head.max_health);
if(!(head.spawnflags & MONSTERFLAG_INVINCIBLE) && head.sprite)
WaypointSprite_UpdateHealth(head.sprite, head.health);
{
sound(self, CH_SHOTS, W_Sound("tagexp1"), 1, ATTEN_NORM);
RadiusDamage (self, self, (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_damage), (autocvar_g_monster_mage_attack_push_radius), world, world, (autocvar_g_monster_mage_attack_push_force), DEATH_MONSTER_MAGE, self.enemy);
- Send_Effect("TE_EXPLOSION", self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_TE_EXPLOSION, self.origin, '0 0 0', 1);
setanim(self, self.anim_shoot, true, true, true);
self.attack_finished_single = time + (autocvar_g_monster_mage_attack_push_delay);
if(trace_fraction < 1)
return;
- Send_Effect("spawn_event_neutral", self.origin, '0 0 0', 1);
+ Send_Effect(EFFECT_SPAWN_NEUTRAL, self.origin, '0 0 0', 1);
setorigin(self, self.enemy.origin + ((v_forward * -1) * 200));
self.attack_finished_single = time + 0.2;