MON_ADD_CVAR(monster, attack_spike_smart_trace_min) \
MON_ADD_CVAR(monster, attack_spike_smart_trace_max) \
MON_ADD_CVAR(monster, attack_spike_smart_mindist) \
- MON_ADD_CVAR(monster, attack_melee_damage) \
- MON_ADD_CVAR(monster, attack_melee_delay) \
- MON_ADD_CVAR(monster, attack_grenade_damage) \
- MON_ADD_CVAR(monster, attack_grenade_edgedamage) \
- MON_ADD_CVAR(monster, attack_grenade_force) \
- MON_ADD_CVAR(monster, attack_grenade_radius) \
- MON_ADD_CVAR(monster, attack_grenade_lifetime) \
- MON_ADD_CVAR(monster, attack_grenade_chance) \
- MON_ADD_CVAR(monster, attack_grenade_speed) \
- MON_ADD_CVAR(monster, attack_grenade_speed_up) \
MON_ADD_CVAR(monster, heal_self) \
MON_ADD_CVAR(monster, heal_allies) \
MON_ADD_CVAR(monster, heal_minhealth) \
void() mage_heal;
void() mage_shield;
+.entity mage_spike;
+
float friend_needshelp(entity e)
{
if(e == world)
return FALSE;
if(e.health <= 0)
return FALSE;
- if(vlen(e.origin - self.origin) > MON_CVAR(mage, heal_range))
- return FALSE;
if(DIFF_TEAM(e, self) && e != self.monster_owner)
return FALSE;
if(e.frozen)
return FALSE;
if(!IS_PLAYER(e))
- return (e.health < e.max_health);
+ return (e.flags & FL_MONSTER && e.health < e.max_health);
if(e.items & IT_INVINCIBLE)
return FALSE;
return FALSE;
}
-void mageattack_melee()
-{
- monster_melee(self.enemy, MON_CVAR(mage, attack_melee_damage), mage_anim_attack, self.attack_range, MON_CVAR(mage, attack_melee_delay) - 0.2, DEATH_MONSTER_MAGE, TRUE);
-}
-
-void mage_grenade_explode()
-{
- pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
-
- sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
- RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_grenade_damage), MON_CVAR(mage, attack_grenade_edgedamage), MON_CVAR(mage, attack_grenade_radius), world, MON_CVAR(mage, attack_grenade_force), DEATH_MONSTER_MAGE, other);
- remove(self);
-}
-
-void mage_grenade_touch()
-{
- if(IS_PLAYER(other))
- {
- PROJECTILE_TOUCH;
- mage_grenade_explode();
- return;
- }
-}
-
-void mage_throw_itemgrenade()
-{
- makevectors(self.angles);
-
- 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, CENTER_OR_VIEWOFS(self));
- setsize(gren, '-64 -64 -64', '64 64 64');
-
- gren.nextthink = time + MON_CVAR(mage, attack_grenade_lifetime);
- gren.think = mage_grenade_explode;
- gren.use = mage_grenade_explode;
- gren.touch = mage_grenade_touch;
-
- gren.missile_flags = MIF_SPLASH | MIF_ARC;
- W_SetupProjectileVelocityEx(gren, v_forward, v_up, MON_CVAR(mage, attack_grenade_speed), MON_CVAR(mage, attack_grenade_speed_up), 0, 0, FALSE);
-
- gren.flags = FL_PROJECTILE;
-
- setmodel(gren, "models/items/g_h50.md3");
-
- self.attack_finished_single = time + 1.5;
-}
-
void mage_spike_explode()
{
self.event_damage = func_null;
sound(self, CH_SHOTS, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+ self.realowner.mage_spike = world;
+
pointparticles(particleeffectnum("explosion_small"), self.origin, '0 0 0', 1);
RadiusDamage (self, self.realowner, MON_CVAR(mage, attack_spike_damage), MON_CVAR(mage, attack_spike_damage) * 0.5, MON_CVAR(mage, attack_spike_radius), world, 0, DEATH_MONSTER_MAGE, other);
UpdateCSQCProjectile(self);
}
-void mage_spike()
+void mage_attack_spike()
{
entity missile;
vector dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
missile.enemy = self.enemy;
missile.touch = mage_spike_touch;
+ self.mage_spike = missile;
+
CSQCProjectile(missile, TRUE, PROJECTILE_MAGE_SPIKE, TRUE);
}
+void mage_attack_beam()
+{
+ if(self.health <= 0 || self.enemy.health <= 0)
+ return;
+
+ traceline(self.origin + self.view_ofs, self.enemy.origin, FALSE, self);
+
+ if(vlen(self.origin - trace_endpos) > 500)
+ {
+ self.attack_finished_single = time;
+ return;
+ }
+
+ if(trace_ent)
+ Damage(trace_ent, self, self, 10, DEATH_MONSTER_MAGE, trace_ent.origin, '0 0 0');
+
+ trailparticles(self, particleeffectnum("TE_TEI_G3RED_HIT"), self.origin + self.view_ofs, trace_ent.origin);
+
+ if(time < self.attack_finished_single)
+ defer(0.1, mage_attack_beam);
+}
+
void mage_heal()
{
entity head;
float washealed = FALSE;
- for(head = world; (head = findfloat(head, monster_attack, TRUE)); ) if(friend_needshelp(head))
+ for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain) if(friend_needshelp(head))
{
washealed = TRUE;
string fx = "";
switch(attack_type)
{
case MONSTER_ATTACK_MELEE:
- {
- self.frame = mage_anim_attack;
- self.attack_finished_single = time + MON_CVAR(mage, attack_melee_delay);
- defer(0.2, mageattack_melee);
-
- return TRUE;
- }
case MONSTER_ATTACK_RANGED:
{
- if(random() < MON_CVAR(mage, attack_grenade_chance) / 100)
+ if not(self.mage_spike)
{
- mage_throw_itemgrenade();
- return TRUE;
+ if(random() <= 0.5)
+ {
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + 1.5; // 0.3 seconds of beam
+ defer(1.2, mage_attack_beam);
+
+ return TRUE;
+ }
+ else
+ {
+ self.frame = mage_anim_attack;
+ self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
+ defer(0.2, mage_attack_spike);
+
+ return TRUE;
+ }
}
-
- self.frame = mage_anim_attack;
- self.attack_finished_single = time + MON_CVAR(mage, attack_spike_delay);
- defer(0.2, mage_spike);
- return TRUE;
+ if(self.mage_spike)
+ return TRUE;
+ else
+ return FALSE;
}
}
entity head;
float need_help = FALSE;
- FOR_EACH_PLAYER(head)
- if(friend_needshelp(head))
- {
- need_help = TRUE;
- break; // found 1 player near us who is low on health
- }
- if(!need_help)
- FOR_EACH_MONSTER(head)
+ for(head = findradius(self.origin, MON_CVAR(mage, heal_range)); head; head = head.chain)
if(head != self)
if(friend_needshelp(head))
{
need_help = TRUE;
- break; // found 1 player near us who is low on health
+ break;
}
if(self.health < MON_CVAR(mage, heal_minhealth) || need_help)
case MR_PRECACHE:
{
precache_model ("models/monsters/mage.dpm");
- precache_model ("models/items/g_h50.md3");
precache_model ("models/ctf/shield.md3");
precache_sound ("weapons/grenade_impact.wav");
return TRUE;