#include "wyvern.qh" #ifdef SVQC float autocvar_g_monster_wyvern_health; float autocvar_g_monster_wyvern_damageforcescale = 0.6; 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; float autocvar_g_monster_wyvern_speed_stop; float autocvar_g_monster_wyvern_speed_run; float autocvar_g_monster_wyvern_speed_walk; void M_Wyvern_Attack_Fireball_Explode(entity this); void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher); 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)) { monster_makevectors(actor, actor.enemy); if (IS_PLAYER(actor)) W_SetupShot_Dir(actor, weaponentity, v_forward, false, 0, SND_WyvernAttack_FIRE, CH_WEAPON_B, 0, DEATH_MONSTER_WYVERN.m_id); if (IS_MONSTER(actor)) { actor.attack_finished_single[0] = time + 1.2; actor.anim_finished = time + 1.2; } entity missile = new(WyvernAttack); missile.owner = missile.realowner = actor; missile.solid = SOLID_TRIGGER; set_movetype(missile, 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; IL_PUSH(g_projectiles, missile); IL_PUSH(g_bot_dodge, missile); 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, .entity weaponentity)) { TC(WyvernAttack, this); return true; } 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, own, NULL, autocvar_g_monster_wyvern_attack_fireball_radius, this.projectiledeathtype, DMG_NOWEP, NULL); FOREACH_ENTITY_RADIUS(this.origin, autocvar_g_monster_wyvern_attack_fireball_radius, it.takedamage == DAMAGE_AIM && it != own, { Fire_AddDamage(it, own, 5 * MONSTER_SKILLMOD(own), autocvar_g_monster_wyvern_attack_fireball_damagetime, this.projectiledeathtype); }); delete(this); } void M_Wyvern_Attack_Fireball_Touch(entity this, entity toucher) { PROJECTILE_TOUCH(this, toucher); M_Wyvern_Attack_Fireball_Explode(this); } void M_Wyvern_Attack_Fireball(entity this) { w_shotdir = normalize((this.enemy.origin + '0 0 10') - this.origin); Weapon wep = WEP_WYVERN_ATTACK; // TODO .entity weaponentity = weaponentities[0]; wep.wr_think(wep, this, weaponentity, 1); } bool M_Wyvern_Attack(int attack_type, entity actor, entity targ, .entity weaponentity) { switch(attack_type) { case MONSTER_ATTACK_MELEE: case MONSTER_ATTACK_RANGED: { Monster_Delay(actor, 0, 1, M_Wyvern_Attack_Fireball); //actor.anim_finished = time + 1.2; setanim(actor, actor.anim_shoot, false, true, true); if(actor.animstate_endtime > time) actor.anim_finished = actor.animstate_endtime; else actor.anim_finished = time + 1.2; actor.attack_finished_single[0] = actor.anim_finished + 0.2; return true; } } return false; } spawnfunc(monster_wyvern) { Monster_Spawn(this, true, MON_WYVERN); } #endif // SVQC #ifdef SVQC METHOD(Wyvern, mr_think, bool(Wyvern this, entity actor)) { TC(Wyvern, this); return true; } METHOD(Wyvern, mr_deadthink, bool(Wyvern this, entity actor)) { TC(Wyvern, this); if(IS_ONGROUND(actor)) setanim(actor, actor.anim_die2, true, false, false); 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 #ifdef GAMEQC METHOD(Wyvern, mr_anim, bool(Wyvern this, entity actor)) { TC(Wyvern, this); vector none = '0 0 0'; actor.anim_idle = animfixfps(actor, '0 1 1', none); actor.anim_walk = animfixfps(actor, '1 1 1', none); actor.anim_run = animfixfps(actor, '2 1 1', none); actor.anim_pain1 = animfixfps(actor, '3 1 2', none); // 0.5 seconds actor.anim_pain2 = animfixfps(actor, '4 1 2', none); // 0.5 seconds actor.anim_melee = animfixfps(actor, '5 1 5', none); // analyze models and set framerate actor.anim_shoot = animfixfps(actor, '6 1 5', none); // analyze models and set framerate actor.anim_die1 = animfixfps(actor, '7 1 0.5', none); // 2 seconds actor.anim_die2 = animfixfps(actor, '8 1 0.5', none); // 2 seconds return true; } #endif #ifdef SVQC METHOD(Wyvern, mr_setup, bool(Wyvern this, entity actor)) { TC(Wyvern, this); if(!GetResource(this, RES_HEALTH)) SetResourceExplicit(actor, RES_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 = ITEM_Cells; actor.monster_attackfunc = M_Wyvern_Attack; return true; } #endif