From 73a94672187f9ffb3c877b42e62f59cdece290e0 Mon Sep 17 00:00:00 2001 From: Mario Date: Sat, 12 Nov 2022 13:58:35 +1000 Subject: [PATCH] Remove the "corrupted" skin from the Mage as the effect of it is very unclear, fixes #2704 --- qcsrc/common/monsters/monster/mage.qc | 6 ------ 1 file changed, 6 deletions(-) diff --git a/qcsrc/common/monsters/monster/mage.qc b/qcsrc/common/monsters/monster/mage.qc index 8cfa77e65..21fb8792d 100644 --- a/qcsrc/common/monsters/monster/mage.qc +++ b/qcsrc/common/monsters/monster/mage.qc @@ -108,7 +108,6 @@ bool M_Mage_Defend_Heal_Check(entity this, entity targ) ); } case 2: return (GetResource(targ, RES_ARMOR) < autocvar_g_balance_armor_regenstable); - case 3: return (GetResource(targ, RES_HEALTH) > 0); } return false; @@ -254,11 +253,6 @@ void M_Mage_Defend_Heal(entity this) fx = EFFECT_ARMOR_REPAIR; } break; - case 3: - float hp = ((it == this) ? autocvar_g_monster_mage_heal_self : autocvar_g_monster_mage_heal_allies); - TakeResource(it, RES_HEALTH, hp); // TODO: use regular damage functions? needs a way to bypass friendly fire checks - fx = EFFECT_RAGE; - break; } Send_Effect(fx, it.origin, '0 0 0', 1); -- 2.39.2