1871 lines
33 KiB
C++
1871 lines
33 KiB
C++
void () bubble_bob;
|
|
void () make_bubbles;
|
|
void () bubble_remove;
|
|
void () PlayerDead;
|
|
void () player_diea1;
|
|
void () player_walk;
|
|
void () player_slow;
|
|
|
|
$cd /raid/quake/id1/models/enforcer
|
|
$origin 0 -6 24
|
|
$base base
|
|
$skin skin
|
|
|
|
void() corpse_gib =
|
|
{
|
|
self.solid = SOLID_NOT;
|
|
};
|
|
|
|
|
|
//
|
|
// running
|
|
//
|
|
$frame axrun1 axrun2 axrun3 axrun4 axrun5 axrun6
|
|
|
|
$frame rockrun1 rockrun2 rockrun3 rockrun4 rockrun5 rockrun6
|
|
|
|
//
|
|
// standing
|
|
//
|
|
$frame stand1 stand2 stand3 stand4 stand5
|
|
|
|
$frame axstnd1 axstnd2 axstnd3 axstnd4 axstnd5 axstnd6
|
|
$frame axstnd7 axstnd8 axstnd9 axstnd10 axstnd11 axstnd12
|
|
|
|
|
|
//
|
|
// pain
|
|
//
|
|
$frame axpain1 axpain2 axpain3 axpain4 axpain5 axpain6
|
|
|
|
$frame pain1 pain2 pain3 pain4 pain5 pain6
|
|
|
|
|
|
//
|
|
// death
|
|
//
|
|
|
|
$frame axdeth1 axdeth2 axdeth3 axdeth4 axdeth5 axdeth6
|
|
$frame axdeth7 axdeth8 axdeth9
|
|
|
|
$frame deatha1 deatha2 deatha3 deatha4 deatha5 deatha6 deatha7 deatha8
|
|
$frame deatha9 deatha10 deatha11
|
|
|
|
$frame deathb1 deathb2 deathb3 deathb4 deathb5 deathb6 deathb7 deathb8
|
|
$frame deathb9
|
|
|
|
$frame deathc1 deathc2 deathc3 deathc4 deathc5 deathc6 deathc7 deathc8
|
|
$frame deathc9 deathc10 deathc11 deathc12 deathc13 deathc14 deathc15
|
|
|
|
$frame deathd1 deathd2 deathd3 deathd4 deathd5 deathd6 deathd7
|
|
$frame deathd8 deathd9
|
|
|
|
$frame deathe1 deathe2 deathe3 deathe4 deathe5 deathe6 deathe7
|
|
$frame deathe8 deathe9
|
|
|
|
//
|
|
// attacks
|
|
//
|
|
$frame nailatt1 nailatt2
|
|
|
|
$frame light1 light2
|
|
|
|
$frame rockatt1 rockatt2 rockatt3 rockatt4 rockatt5 rockatt6
|
|
|
|
$frame shotatt1 shotatt2 shotatt3 shotatt4 shotatt5 shotatt6
|
|
|
|
$frame axatt1 axatt2 axatt3 axatt4 axatt5 axatt6
|
|
|
|
$frame axattb1 axattb2 axattb3 axattb4 axattb5 axattb6
|
|
|
|
$frame axattc1 axattc2 axattc3 axattc4 axattc5 axattc6
|
|
|
|
$frame axattd1 axattd2 axattd3 axattd4 axattd5 axattd6
|
|
|
|
|
|
void () player_duck = [ 45, player_run ]
|
|
{
|
|
};
|
|
|
|
void () player_lay = [ 45, player_run ]
|
|
{
|
|
};
|
|
|
|
void () player_single_shot = [ 89, player_single_shot2 ]{};
|
|
void () player_single_shot2 = [ 90, player_run ]{};
|
|
void () player_single_shot_duck = [ 183, player_single_shot_duck2 ]{};
|
|
void () player_single_shot_duck2 = [ 184, player_run ]{};
|
|
|
|
|
|
void() idle_frames =
|
|
{
|
|
local float weap;
|
|
local string x;
|
|
|
|
self.weaponframe = 0;
|
|
return;
|
|
|
|
};
|
|
|
|
|
|
|
|
void() army_radio1;
|
|
void (vector org) spawn_tracer;
|
|
|
|
void (float db) loud_noise =
|
|
{
|
|
//db is loudness factor
|
|
//10 is low and 50 is high
|
|
//10 would be a footstep
|
|
//50 would be a gunshot
|
|
|
|
local vector dir, start, org;
|
|
local entity te;
|
|
local string z, dt;
|
|
local float x, y, d, t, v, md;
|
|
|
|
if (db >= 50)//big rifles and guns can be heard through thick walls
|
|
md = 3;
|
|
else if (db >= 30)//things like SMGs and pistols, a little less
|
|
md = 2;
|
|
else if (db >= 15)//miscellaneous, richochets, silenced guns
|
|
md = 1;
|
|
else//very quiet things cannot be heard through doors
|
|
md = 0;
|
|
|
|
te = findradius(self.origin, db*40);
|
|
|
|
while (te)
|
|
{
|
|
if (te.classname == "monster" && te.enemy.classname != "player")
|
|
{
|
|
dir = normalize(te.origin - self.origin);
|
|
v = vlen(te.origin - self.origin);
|
|
t = 32;
|
|
d = 0;
|
|
|
|
while (t < v)
|
|
{
|
|
start = (self.origin + (dir*t));
|
|
|
|
if (pointcontents (start) == CONTENT_SOLID)
|
|
d = d + 1;
|
|
|
|
//spawn_tracer(start);
|
|
t = t + 32;
|
|
}
|
|
|
|
if (x < db*20 && d <= md)
|
|
{
|
|
te.enemy = self;
|
|
te.think = HuntTarget;
|
|
te.nextthink = time + 0.25;
|
|
te.alert = 20;
|
|
|
|
if (world.map_obj == OBJ_SHADOW && self.has_radio == 1)
|
|
{
|
|
spawn_excla(self, 8);
|
|
bprint(2, self.netname);
|
|
bprint(2, " is calling for help! silence him!\n");
|
|
self.rtime = 0;
|
|
army_radio1();
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
te.alert = 20;
|
|
}
|
|
|
|
te = te.chain;
|
|
}
|
|
|
|
traceline (self.origin, te.origin, FALSE, self);
|
|
if (trace_fraction == 1.0)
|
|
return;
|
|
|
|
};
|
|
|
|
void (float db) monster_noise =
|
|
{
|
|
//db is loudness factor
|
|
//10 is low and 50 is high
|
|
//10 would be a footstep
|
|
//50 would be a gunshot
|
|
|
|
local vector dir, start, org;
|
|
local entity te;
|
|
local string z, dt;
|
|
local float x, y, d, t, v, md;
|
|
|
|
if (db >= 50)
|
|
md = 3;
|
|
else if (db >= 30)
|
|
md = 2;
|
|
else if (db >= 15)
|
|
md = 1;
|
|
else
|
|
md = 0;
|
|
|
|
te = findradius(self.origin, db*40);
|
|
|
|
while (te)
|
|
{
|
|
if (te.classname == "monster" && te.enemy.classname == "world")
|
|
{
|
|
dir = normalize(te.origin - self.origin);
|
|
v = vlen(te.origin - self.origin);
|
|
t = 32;
|
|
d = 0;
|
|
|
|
while (t < v)
|
|
{
|
|
start = (self.origin + (dir*t));
|
|
|
|
if (pointcontents (start) == CONTENT_SOLID)
|
|
d = d + 1;
|
|
|
|
t = t + 32;
|
|
}
|
|
}
|
|
|
|
te = te.chain;
|
|
}
|
|
|
|
traceline (self.origin, te.origin, FALSE, self);
|
|
if (trace_fraction == 1.0)
|
|
return;
|
|
|
|
};
|
|
|
|
|
|
void () Footstep =
|
|
{
|
|
local float rand;
|
|
local float r;
|
|
|
|
rand = random ();
|
|
|
|
if (self.sneak != 0)
|
|
return;
|
|
|
|
if (getperk(6))
|
|
r = 0.5;
|
|
else
|
|
r = 1;
|
|
|
|
if (self.classname == "player")
|
|
{
|
|
if (getperk(6))
|
|
loud_noise(10);
|
|
else
|
|
loud_noise(20);
|
|
}
|
|
|
|
if (world.worldtype == 1 || world.worldtype == 2)
|
|
{
|
|
if ((rand < 0.25))
|
|
sound (self, CHAN_ITEM, "player/step1.wav", r, ATTN_NORM);
|
|
else if ((rand < 0.5))
|
|
sound (self, CHAN_ITEM, "player/step2.wav", r, ATTN_NORM);
|
|
else if ((rand < 0.75))
|
|
sound (self, CHAN_ITEM, "player/step3.wav", r, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_ITEM, "player/step4.wav", r, ATTN_NORM);
|
|
}
|
|
if (world.worldtype == 0)
|
|
{
|
|
if ((rand < 0.25))
|
|
sound (self, CHAN_ITEM, "player/step1a.wav", r, ATTN_NORM);
|
|
else if ((rand < 0.5))
|
|
sound (self, CHAN_ITEM, "player/step2a.wav", r, ATTN_NORM);
|
|
else if ((rand < 0.75))
|
|
sound (self, CHAN_ITEM, "player/step3a.wav", r, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_ITEM, "player/step4a.wav", r, ATTN_NORM);
|
|
}
|
|
};
|
|
|
|
float (entity guy) holding_melee =
|
|
{
|
|
local float iid;
|
|
iid = ToIID(ItemInSlot(guy, guy.current_slot));
|
|
|
|
if (iid == IID_NONE ||
|
|
iid == IID_WP_KNIFE ||
|
|
iid == IID_WP_SLEDGE ||
|
|
iid == IID_WP_SPEAR ||
|
|
iid == IID_WP_WRENCH)
|
|
return true;
|
|
return false;
|
|
};
|
|
void () player_crouch;
|
|
|
|
void () player_stand1 = [ 149, player_stand1 ]
|
|
{
|
|
if (self.rtime < time && self.attack == 0)
|
|
idle_frames();
|
|
|
|
|
|
if (self.position == 1)
|
|
{
|
|
player_crouch ();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (self.position == 2)
|
|
{
|
|
player_lay ();
|
|
return;
|
|
}
|
|
}
|
|
if (self.velocity_x || self.velocity_y)
|
|
{
|
|
self.walkframe = 0;
|
|
player_run ();
|
|
return;
|
|
}
|
|
if (self.walkframe >= 4)
|
|
self.walkframe = 0;
|
|
|
|
self.frame = 149 + self.walkframe;
|
|
self.walkframe = self.walkframe + 1;
|
|
};
|
|
|
|
void () player_crouch = [ 45, player_run ]
|
|
{
|
|
if (self.rtime < time && self.attack == 0)
|
|
self.weaponframe = 0;
|
|
|
|
if (!self.velocity_x && !self.velocity_y)
|
|
{
|
|
self.frame = 45;
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (self.position == 2)
|
|
{
|
|
player_lay ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
idle_frames();
|
|
|
|
self.frame = (35 + self.walkframe);
|
|
|
|
if (self.walkframe == 11)
|
|
self.walkframe = 0;
|
|
|
|
self.walkframe = (self.walkframe + 1);
|
|
};
|
|
|
|
void () player_climb = [ 23, player_run ]
|
|
{
|
|
self.weaponframe = 0;
|
|
if (self.velocity == '0 0 0')
|
|
{
|
|
self.frame = 25;
|
|
return;
|
|
}
|
|
self.frame = (23 + self.walkframe);
|
|
if ((self.walkframe >= 10))
|
|
{
|
|
self.walkframe = 0;
|
|
}
|
|
self.walkframe = (self.walkframe + 1);
|
|
};
|
|
|
|
void () player_run = [ 137, player_run ]
|
|
{
|
|
if (self.rtime <= time)
|
|
idle_frames();
|
|
|
|
if (self.equipment_slot)
|
|
if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_CLIMBINGGEAR)
|
|
{
|
|
if (self.gravity == 0)
|
|
{
|
|
player_climb();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if ((!self.velocity_x && !self.velocity_y))
|
|
{
|
|
player_stand1 ();
|
|
return;
|
|
}
|
|
if ((self.position == 1))
|
|
{
|
|
player_crouch ();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if ((self.position == 2))
|
|
{
|
|
player_lay ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self.speedmulti <= 0.60)
|
|
{
|
|
player_slow ();
|
|
return;
|
|
}
|
|
else if (self.speedmulti <= 0.80)
|
|
{
|
|
player_walk ();
|
|
return;
|
|
}
|
|
|
|
if (self.walkframe == 2 && self.ghost == 0 && self.position == 0 && self.velocity_z == 0)
|
|
Footstep ();
|
|
if (self.walkframe == 5 && self.ghost == 0 && self.position == 0 && self.velocity_z == 0)
|
|
Footstep ();
|
|
|
|
idle_frames();
|
|
|
|
self.frame = (137 + self.walkframe*2);
|
|
|
|
self.walkframe = self.walkframe + 1;
|
|
|
|
if (self.walkframe >= 6)
|
|
self.walkframe = 0;
|
|
};
|
|
|
|
void () player_walk = [ 170, player_walk ]
|
|
{
|
|
if (self.rtime <= time)
|
|
self.weaponframe = 0;
|
|
|
|
if (self.equipment_slot)
|
|
if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_CLIMBINGGEAR)
|
|
{
|
|
if (self.gravity == 0)
|
|
{
|
|
player_climb();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!self.velocity_x && !self.velocity_y)
|
|
{
|
|
player_stand1 ();
|
|
return;
|
|
}
|
|
if (self.position == 1)
|
|
{
|
|
player_crouch ();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (self.position == 2)
|
|
{
|
|
player_lay ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self.speedmulti > 0.80)
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
else if (self.speedmulti <= 0.60)
|
|
{
|
|
player_slow ();
|
|
return;
|
|
}
|
|
|
|
if (self.walkframe == 3 && self.ghost == 0 && self.position == 0 && self.velocity_z == 0)
|
|
Footstep ();
|
|
|
|
if (self.walkframe == 8 && self.ghost == 0 && self.position == 0 && self.velocity_z == 0)
|
|
Footstep ();
|
|
|
|
idle_frames();
|
|
|
|
self.frame = (170 + self.walkframe);
|
|
|
|
if (self.walkframe >= 11)
|
|
self.walkframe = 0;
|
|
|
|
self.walkframe = (self.walkframe + 1);
|
|
};
|
|
|
|
void () player_slow = [ 170, player_slow ]
|
|
{
|
|
if (self.rtime <= time)
|
|
self.weaponframe = 0;
|
|
|
|
if (self.equipment_slot)
|
|
if ((ToIID(ItemInSlot(self, self.equipment_slot))) == IID_EQUIP_CLIMBINGGEAR)
|
|
{
|
|
if (self.gravity == 0)
|
|
{
|
|
player_climb();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!self.velocity_x && !self.velocity_y)
|
|
{
|
|
player_stand1 ();
|
|
return;
|
|
}
|
|
if (self.position == 1)
|
|
{
|
|
player_crouch ();
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
if (self.position == 2)
|
|
{
|
|
player_lay ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (self.speedmulti > 0.80)
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
else if (self.speedmulti > 0.60)
|
|
{
|
|
player_walk ();
|
|
return;
|
|
}
|
|
|
|
if (self.walkframe == 6 && self.ghost == 0 && self.position == 0 && self.velocity_z == 0)
|
|
Footstep ();
|
|
|
|
if (self.walkframe == 18 && self.ghost == 0 && self.position == 0 && self.velocity_z == 0)
|
|
Footstep ();
|
|
|
|
idle_frames();
|
|
|
|
self.frame = (170 + floor(self.walkframe/2));
|
|
|
|
if (self.walkframe >= 22)
|
|
self.walkframe = 0;
|
|
|
|
self.walkframe = (self.walkframe + 1);
|
|
};
|
|
|
|
void () player_reload1 = [ 123, player_reload2 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload2 = [ 124, player_reload3 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload3 = [ 125, player_reload4 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload4 = [ 126, player_reload5 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload5 = [ 127, player_reload6 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload6 = [ 128, player_reload7 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload7 = [ 129, player_reload8 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload8 = [ 130, player_reload9 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload9 = [ 131, player_reload10 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload10 = [ 132, player_reload11 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload11 = [ 133, player_reload12 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload12 = [ 134, player_reload13 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload13 = [ 135, player_reload14 ]
|
|
{
|
|
};
|
|
|
|
void () player_reload14 = [ 136, player_run ]
|
|
{
|
|
};
|
|
|
|
void () player_creload1 = [ 74, player_creload2 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload2 = [ 75, player_creload3 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload3 = [ 76, player_creload4 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload4 = [ 77, player_creload5 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload5 = [ 78, player_creload6 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload6 = [ 79, player_creload7 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload7 = [ 80, player_creload8 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload8 = [ 81, player_creload9 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload9 = [ 82, player_creload10 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload10 = [ 83, player_creload11 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload11 = [ 84, player_creload12 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload12 = [ 85, player_creload13 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload13 = [ 86, player_creload14 ]
|
|
{
|
|
};
|
|
|
|
void () player_creload14 = [ 87, player_run ]
|
|
{
|
|
};
|
|
|
|
void () player_use1 = [ 155, player_use2 ]
|
|
{
|
|
};
|
|
|
|
void () player_use2 = [ 156, player_use3 ]
|
|
{
|
|
};
|
|
|
|
void () player_use3 = [ 157, player_use4 ]
|
|
{
|
|
};
|
|
|
|
void () player_use4 = [ 158, player_use5 ]
|
|
{
|
|
};
|
|
|
|
void () player_use5 = [ 159, player_use6 ]
|
|
{
|
|
};
|
|
|
|
void () player_use6 = [ 160, player_use7 ]
|
|
{
|
|
};
|
|
|
|
void () player_use7 = [ 161, player_use8 ]
|
|
{
|
|
};
|
|
|
|
void () player_use8 = [ 162, player_use9 ]
|
|
{
|
|
};
|
|
|
|
void () player_use9 = [ 163, player_use10 ]
|
|
{
|
|
};
|
|
|
|
void () player_use10 = [ 164, player_use11 ]
|
|
{
|
|
};
|
|
|
|
void () player_use11 = [ 165, player_use12 ]
|
|
{
|
|
};
|
|
|
|
void () player_use12 = [ 166, player_use13 ]
|
|
{
|
|
};
|
|
|
|
void () player_use13 = [ 167, player_use14 ]
|
|
{
|
|
};
|
|
|
|
void () player_use14 = [ 168, player_use15 ]
|
|
{
|
|
};
|
|
|
|
void () player_use15 = [ 169, player_use16 ]
|
|
{
|
|
};
|
|
|
|
void () player_use16 = [ 170, player_run ]
|
|
{
|
|
};
|
|
|
|
void () player_holster1 = [ 107, player_holster2 ]
|
|
{
|
|
self.attack_finished = (time + 0.25);
|
|
};
|
|
|
|
void () player_holster2 = [ 109, player_holster3 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster3 = [ 111, player_holster4 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster4 = [ 112, player_holster5 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster5 = [ 113, player_holster6 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster6 = [ 114, player_holster7 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster7 = [ 115, player_holster8 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster8 = [ 116, player_holster9 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster9 = [ 117, player_holster10 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster10 = [ 119, player_holster11 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster11 = [ 121, player_holster12 ]
|
|
{
|
|
};
|
|
|
|
void () player_holster12 = [ 122, player_run ]
|
|
{
|
|
};
|
|
|
|
void () player_jump1 = [ 48, player_jump2 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump2 = [ 49, player_jump3 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump3 = [ 50, player_jump4 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump4 = [ 52, player_jump5 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump5 = [ 54, player_jump6 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump6 = [ 53, player_jump7 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump7 = [ 51, player_jump8 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump8 = [ 49, player_jump9 ]
|
|
{
|
|
};
|
|
|
|
void () player_jump9 = [ 48, player_run ]
|
|
{
|
|
};
|
|
void() player_singlex = [89, player_singlex2 ] {muzzleflash();};
|
|
void() player_singlex2 = [89, player_run ] {muzzleflash();};
|
|
|
|
void() player_singley = [90, player_singley2 ] {muzzleflash();};
|
|
void() player_singley2 = [90, player_run ] {muzzleflash();};
|
|
|
|
void() player_auto_duck1 = [182, player_auto_duck2 ] {muzzleflash();};
|
|
void() player_auto_duck2 = [182, player_run ] {muzzleflash();};
|
|
|
|
void() player_auto_ducka1 = [183, player_auto_ducka2 ] {muzzleflash();};
|
|
void() player_auto_ducka2 = [183, player_run ] {muzzleflash();};
|
|
|
|
void () player_single1_left = [ 88, player_single2_left ]
|
|
{
|
|
self.weaponframe = 4;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_single2_left = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = 5;
|
|
};
|
|
|
|
void () player_single1s_left = [ 183, player_single2_s ]
|
|
{
|
|
self.weaponframe = 4;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_single2s_left = [ 184, player_run ]
|
|
{
|
|
self.weaponframe = 5;
|
|
};
|
|
|
|
void () player_singlea = [ 88, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_singleaz = [ 183, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_singlea2 = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_singleb = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_ROCKET;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_singleb2 = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_ROCKET;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_singlebz = [ 184, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_ROCKET;
|
|
muzzleflash ();
|
|
};
|
|
|
|
void () player_shotty1 = [ 88, player_shotty2 ]
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
};
|
|
|
|
void () player_shotty2 = [ 89, player_shotty3 ]
|
|
{
|
|
self.weaponframe = WEAPON_ROCKET;
|
|
};
|
|
|
|
void () player_shotty3 = [ 90, player_shotty4 ]
|
|
{
|
|
self.weaponframe = AS_MELEE;
|
|
};
|
|
|
|
void () player_shotty4 = [ 91, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_ROCKET;
|
|
};
|
|
|
|
void () player_pull1 = [ 155, player_pull2 ]
|
|
{
|
|
self.weaponframe = 1;
|
|
};
|
|
|
|
void () player_pull2 = [ 156, player_pull3 ]
|
|
{
|
|
self.weaponframe = 2;
|
|
sound (self, CHAN_WEAPON, "weapons/gpull.wav", WEAPON_SHOTGUN, ATTN_IDLE);
|
|
};
|
|
|
|
void () player_pull3 = [ 157, player_pull4 ]
|
|
{
|
|
self.weaponframe = AS_MELEE;
|
|
};
|
|
|
|
void () player_pull4 = [ 158, player_pull5 ]
|
|
{
|
|
self.weaponframe = WEAPON_SPIKES;
|
|
};
|
|
|
|
void () player_pull5 = [ 157, player_pull6 ]
|
|
{
|
|
self.weaponframe = MULTICAST_PVS_R;
|
|
};
|
|
|
|
void () player_pull6 = [ 156, player_pull7 ]
|
|
{
|
|
self.weaponframe = TE_LIGHTNING2;
|
|
};
|
|
|
|
void () player_pull7 = [ 155, player_pull8 ]
|
|
{
|
|
self.weaponframe = TE_WIZSPIKE;
|
|
};
|
|
|
|
void () player_pull8 = [ 155, player_pull9 ]
|
|
{
|
|
self.weaponframe = 8;
|
|
self.grenadetoggle = 1;
|
|
};
|
|
|
|
void () player_pull9 = [ 155, player_pull10 ]
|
|
{
|
|
self.weaponframe = 9;
|
|
};
|
|
|
|
void () player_pull10 = [ 155, player_pull11 ]
|
|
{
|
|
self.weaponframe = 10;
|
|
};
|
|
|
|
void () player_pull11 = [ 155, player_throw1 ]
|
|
{
|
|
self.weaponframe = 11;
|
|
};
|
|
|
|
void () player_throw1 = [ 155, player_throw2 ]
|
|
{
|
|
if (self.attack_finished > time)
|
|
return;
|
|
|
|
self.attack_finished = time + 1;
|
|
|
|
self.weaponframe = 13;
|
|
if (((random () * WEAPON_BIG) <= WEAPON_SPIKES))
|
|
sound (self, CHAN_VOICE, "radio/grenade.wav", 0.7, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_VOICE, "radio/lookout.wav", 0.7, ATTN_NORM);
|
|
};
|
|
|
|
void () player_throw2 = [ 156, player_run ]
|
|
{
|
|
self.weaponframe = 14;
|
|
if (self.grenslot == 0)
|
|
self.grenslot = self.current_slot;
|
|
|
|
FireHandGrenade ();
|
|
self.attack_finished = time + 1;
|
|
W_SetCurrentAmmo();
|
|
};
|
|
|
|
void () player_shotty1b = [ 183, player_shotty2b ]
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
};
|
|
|
|
void () player_shotty2b = [ 183, player_shotty3b ]
|
|
{
|
|
self.weaponframe = WEAPON_ROCKET;
|
|
};
|
|
|
|
void () player_shotty3b = [ 184, player_shotty4b ]
|
|
{
|
|
self.weaponframe = AS_MELEE;
|
|
};
|
|
|
|
void () player_shotty4b = [ 184, player_run ]
|
|
{
|
|
self.weaponframe = WEAPON_ROCKET;
|
|
};
|
|
|
|
void () player_punch1 = [ 155, player_run ]
|
|
{
|
|
self.weaponframe = 1;
|
|
W_FireMelee ();
|
|
};
|
|
void () player_punch2 = [ 156, player_run ]
|
|
{
|
|
self.weaponframe = 2;
|
|
W_FireMelee ();
|
|
};
|
|
|
|
|
|
void () player_swing1 = [ 155, player_run ]
|
|
{
|
|
self.attack_finished = time + 0.30;
|
|
self.weaponframe = 1;
|
|
W_FireMelee ();
|
|
};
|
|
|
|
void () player_swing1a = [ 155, player_run ]
|
|
{
|
|
self.attack_finished = time + 0.30;
|
|
self.weaponframe = 2;
|
|
W_FireMelee ();
|
|
};
|
|
|
|
|
|
void () player_kick1 = [ 155, player_kick2 ]
|
|
{
|
|
self.attack_finished = time + 0.40;
|
|
self.weaponframe = 7;
|
|
};
|
|
void () player_kick2 = [ 156, player_kick3 ]
|
|
{
|
|
self.weaponframe = 8;
|
|
W_FireMelee ();
|
|
W_FireMelee ();
|
|
};
|
|
void () player_kick3 = [ 157, player_run ]
|
|
{
|
|
self.weaponframe = 9;
|
|
};
|
|
|
|
|
|
|
|
|
|
void () player_kick1a = [ 155, player_kick2a ]
|
|
{
|
|
self.attack_finished = time + 0.40;
|
|
self.weaponframe = 10;
|
|
};
|
|
void () player_kick2a = [ 156, player_kick3a ]
|
|
{
|
|
self.weaponframe = 11;
|
|
W_FireMelee ();
|
|
W_FireMelee ();
|
|
};
|
|
void () player_kick3a = [ 157, player_run ]
|
|
{
|
|
self.weaponframe = 12;
|
|
};
|
|
|
|
void () player_kick1b = [ 155, player_kick2b ]
|
|
{
|
|
self.attack_finished = time + 1;
|
|
self.weaponframe = 10;
|
|
};
|
|
void () player_kick2b = [ 156, player_kick3b ]
|
|
{
|
|
self.weaponframe = 10;
|
|
|
|
};
|
|
void () player_kick3b = [ 155, player_kick4b ]
|
|
{
|
|
self.weaponframe = 11;
|
|
W_FireMelee ();
|
|
W_FireMelee ();
|
|
};
|
|
void () player_kick4b = [ 156, player_kick5b ]
|
|
{
|
|
self.weaponframe = 11;
|
|
W_FireMelee ();
|
|
W_FireMelee ();
|
|
};
|
|
void () player_kick5b = [ 155, player_kick6b ]
|
|
{
|
|
self.weaponframe = 12;
|
|
W_FireMelee ();
|
|
W_FireMelee ();
|
|
};
|
|
void () player_kick6b = [ 156, player_run ]
|
|
{
|
|
W_FireMelee ();
|
|
W_FireMelee ();
|
|
self.attack_finished = time + 1;
|
|
self.weaponframe = 12;
|
|
};
|
|
|
|
void () player_dragon_kick =
|
|
{
|
|
self.velocity = self.velocity * 1.50;
|
|
self.velocity_x = self.velocity_x * 1.50;
|
|
self.velocity_y = self.velocity_y * 1.50;
|
|
|
|
self.recoil = 30;
|
|
player_kick1b();
|
|
};
|
|
|
|
void () player_knife1 = [ 91, player_knife2 ]
|
|
{
|
|
self.weaponframe = 5;
|
|
};
|
|
|
|
void () player_knife2 = [ 92, player_knife3]
|
|
{
|
|
self.weaponframe = 6;
|
|
};
|
|
|
|
void () player_knife3 = [ 93, player_run ]
|
|
{
|
|
self.weaponframe = 7;
|
|
W_FireMelee ();
|
|
};
|
|
|
|
void () player_spear1 = [ 89, player_spear2 ]
|
|
{
|
|
self.weaponframe = 5;
|
|
};
|
|
|
|
void () player_spear2 = [ 90, player_spear3 ]
|
|
{
|
|
self.weaponframe = 6;
|
|
};
|
|
|
|
void () player_spear3 = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = 7;
|
|
W_FireMelee ();
|
|
};
|
|
|
|
void () player_spear1a = [ 89, player_spear2a ]
|
|
{
|
|
self.weaponframe = 5;
|
|
};
|
|
void () player_spear2a = [ 90, player_spear3a ]
|
|
{
|
|
self.weaponframe = 6;
|
|
};
|
|
void () player_spear3a = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = 7;
|
|
W_FireMelee ();
|
|
};
|
|
|
|
void () player_knifea = [ 91, player_knifeb ]
|
|
{
|
|
self.weaponframe = 8;
|
|
};
|
|
|
|
void () player_knifeb = [ 92, player_knifec ]
|
|
{
|
|
self.weaponframe = 9;
|
|
};
|
|
|
|
void () player_knifec = [ 93, player_run ]
|
|
{
|
|
self.weaponframe = 10;
|
|
W_FireMelee ();
|
|
};
|
|
|
|
void () player_axe1 = [ 89, player_axe2 ]
|
|
{
|
|
self.weaponframe = 1;
|
|
};
|
|
void () player_axe2 = [ 89, player_axe3 ]
|
|
{
|
|
self.weaponframe = 1;
|
|
};
|
|
void () player_axe3 = [ 90, player_axe4 ]
|
|
{
|
|
sound (self, CHAN_WEAPON, "effects/axe_swing.wav", TRUE, ATTN_NORM);
|
|
self.weaponframe = 2;
|
|
};
|
|
void () player_axe4 = [ 90, player_axe5 ]
|
|
{
|
|
self.weaponframe = 3;
|
|
W_FireMelee ();
|
|
};
|
|
void () player_axe5 = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = 7;
|
|
};
|
|
|
|
void () player_axeb1 = [ 89, player_axeb2 ]
|
|
{
|
|
self.weaponframe = 4;
|
|
};
|
|
void () player_axeb2 = [ 89, player_axeb3 ]
|
|
{
|
|
self.weaponframe = 4;
|
|
};
|
|
void () player_axeb3 = [ 90, player_axeb4 ]
|
|
{
|
|
sound (self, CHAN_WEAPON, "effects/axe_swing.wav", TRUE, ATTN_NORM);
|
|
self.weaponframe = 5;
|
|
};
|
|
void () player_axeb4 = [ 90, player_axeb5 ]
|
|
{
|
|
self.weaponframe = 6;
|
|
W_FireMelee ();
|
|
};
|
|
void () player_axeb5 = [ 89, player_run ]
|
|
{
|
|
self.weaponframe = 8;
|
|
};
|
|
|
|
void () player_nail1 = [ 88, player_nail2 ]
|
|
{
|
|
muzzleflash ();
|
|
if (((!self.button0 || intermission_running) || self.impulse))
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
self.weaponframe = (self.weaponframe + WEAPON_SHOTGUN);
|
|
if ((self.weaponframe == AS_MELEE))
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
}
|
|
};
|
|
|
|
void () player_nail2 = [ 89, player_nail1 ]
|
|
{
|
|
muzzleflash ();
|
|
if (((!self.button0 || intermission_running) || self.impulse))
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
self.weaponframe = (self.weaponframe + WEAPON_SHOTGUN);
|
|
if ((self.weaponframe == AS_MELEE))
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
}
|
|
};
|
|
|
|
void () player_auto1 = [ 88, player_auto2 ]
|
|
{
|
|
muzzleflash ();
|
|
if (((!self.button0 || intermission_running) || self.impulse))
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
self.weaponframe = (self.weaponframe + WEAPON_SHOTGUN);
|
|
if ((self.weaponframe == WEAPON_ROCKET))
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
}
|
|
};
|
|
|
|
void () player_auto2 = [ 89, player_auto1 ]
|
|
{
|
|
muzzleflash ();
|
|
if (((!self.button0 || intermission_running) || self.impulse))
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
self.weaponframe = (self.weaponframe + WEAPON_SHOTGUN);
|
|
if ((self.weaponframe == WEAPON_ROCKET))
|
|
{
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
}
|
|
};
|
|
|
|
void () player_auto3 = [ 88, player_auto4 ]
|
|
{
|
|
muzzleflash ();
|
|
if (((!self.button0 || intermission_running) || self.impulse))
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
self.weaponframe = WEAPON_SHOTGUN;
|
|
};
|
|
|
|
void () player_auto4 = [ 89, player_auto3 ]
|
|
{
|
|
muzzleflash ();
|
|
if (((!self.button0 || intermission_running) || self.impulse))
|
|
{
|
|
player_run ();
|
|
return;
|
|
}
|
|
self.weaponframe = MULTICAST_ALL;
|
|
};
|
|
void (float num_bubbles) DeathBubbles;
|
|
|
|
void () PainSound =
|
|
{
|
|
if ((self.equipment == 8))
|
|
return;
|
|
|
|
if ((self.health <= 0))
|
|
return;
|
|
|
|
if (self.air_finished < time)
|
|
{
|
|
sound (self, CHAN_VOICE, "player/drown2.wav", 1, ATTN_NORM);
|
|
return;
|
|
}
|
|
|
|
if ((damage_attacker.classname == "teledeath"))
|
|
{
|
|
sound (self, CHAN_VOICE, "player/teledth1.wav", WEAPON_SHOTGUN, ATTN_NONE);
|
|
return;
|
|
}
|
|
if (((self.watertype == CONTENT_WATER) && (self.waterlevel == AS_MELEE)))
|
|
{
|
|
DeathBubbles (WEAPON_SHOTGUN);
|
|
sound (self, CHAN_VOICE, "player/pain1.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
return;
|
|
}
|
|
if ((self.watertype == CONTENT_SLIME))
|
|
{
|
|
if ((random () > 0.5))
|
|
sound (self, CHAN_VOICE, "player/slimbrn2.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_VOICE, "player/lburn2.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
return;
|
|
}
|
|
if ((self.watertype == CONTENT_LAVA))
|
|
{
|
|
if ((random () > 0.5))
|
|
sound (self, CHAN_VOICE, "player/lburn1.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_VOICE, "player/lburn2.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
return;
|
|
}
|
|
if ((self.pain_finished > time))
|
|
{
|
|
self.axhitme = MULTICAST_ALL;
|
|
return;
|
|
}
|
|
self.pain_finished = (time + 1.5);
|
|
if ((self.axhitme == WEAPON_SHOTGUN))
|
|
{
|
|
self.axhitme = 0;
|
|
sound (self, CHAN_VOICE, "player/pain1.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
return;
|
|
}
|
|
self.noise = "player/pain2.wav";
|
|
sound (self, CHAN_VOICE, self.noise, WEAPON_SHOTGUN, ATTN_NORM);
|
|
return;
|
|
};
|
|
|
|
void () player_pain1 = [ 14, player_pain2 ]
|
|
{
|
|
};
|
|
|
|
void () player_pain2 = [ 15, player_pain3 ]
|
|
{
|
|
};
|
|
|
|
void () player_pain3 = [ 16, player_pain4 ]
|
|
{
|
|
};
|
|
|
|
void () player_pain4 = [ 17, player_pain5 ]
|
|
{
|
|
};
|
|
|
|
void () player_pain5 = [ 18, player_pain6 ]
|
|
{
|
|
};
|
|
|
|
void () player_pain6 = [ 19, player_run ]
|
|
{
|
|
};
|
|
|
|
void () player_pain =
|
|
{
|
|
self.pain_finished = time + 0.1;
|
|
self.missionbrief = 6;
|
|
|
|
if (self.pain_finished > time)
|
|
{
|
|
sound (self, CHAN_VOICE, self.armornoise, 1, ATTN_NORM);
|
|
return;
|
|
}
|
|
|
|
if ((self.health <= 40) && (getperk(9)) && (random()<=0.10))
|
|
{
|
|
sprint(self, 2, "THE ZONE!\n");
|
|
self.rage = 255;
|
|
self.ragetime = 10;
|
|
}
|
|
|
|
|
|
self.pain_finished = time + 0.1;
|
|
|
|
if (random () * WEAPON_BIG < WEAPON_SPIKES)
|
|
sound (self, CHAN_VOICE, "player/paina.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
else
|
|
sound (self, CHAN_VOICE, "player/painb.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
if (random () * WEAPON_BIG < TE_LIGHTNING2)
|
|
sound (self, CHAN_BODY, "player/hit1.wav", WEAPON_SHOTGUN, ATTN_NORM);
|
|
if (self.invisible_finished > time)
|
|
return;
|
|
|
|
if (getperk(1))
|
|
self.maxspeed = (self.maxspeed * 0.9);
|
|
else
|
|
self.maxspeed = (self.maxspeed * 0.6);
|
|
|
|
player_pain1 ();
|
|
};
|
|
|
|
void () player_dieb1;
|
|
void () player_diec1;
|
|
|
|
void () DeathBubblesSpawn =
|
|
{
|
|
local entity bubble;
|
|
|
|
if ((self.owner.waterlevel != AS_MELEE))
|
|
{
|
|
return;
|
|
}
|
|
bubble = spawn ();
|
|
setmodel (bubble, "progs/s_bubble.spr");
|
|
setorigin (bubble, (self.owner.origin + '0 0 24'));
|
|
bubble.movetype = MOVETYPE_NOCLIP;
|
|
bubble.solid = SOLID_NOT;
|
|
bubble.velocity = '0 0 15';
|
|
bubble.nextthink = (time + 0.5);
|
|
bubble.think = bubble_bob;
|
|
bubble.classname = "bubble";
|
|
bubble.frame = MULTICAST_ALL;
|
|
bubble.cnt = MULTICAST_ALL;
|
|
setsize (bubble, '-8 -8 -8', '8 8 8');
|
|
self.nextthink = (time + 0.1);
|
|
self.think = DeathBubblesSpawn;
|
|
self.air_finished = (self.air_finished + 1);
|
|
if ((self.air_finished >= self.bubble_count))
|
|
{
|
|
remove (self);
|
|
}
|
|
};
|
|
|
|
void (float num_bubbles) DeathBubbles =
|
|
{
|
|
local entity bubble_spawner;
|
|
|
|
bubble_spawner = spawn ();
|
|
setorigin (bubble_spawner, self.origin);
|
|
bubble_spawner.movetype = MOVETYPE_NONE;
|
|
bubble_spawner.solid = SOLID_NOT;
|
|
bubble_spawner.nextthink = (time + 0.1);
|
|
bubble_spawner.think = DeathBubblesSpawn;
|
|
bubble_spawner.air_finished = MULTICAST_ALL;
|
|
bubble_spawner.owner = self;
|
|
bubble_spawner.bubble_count = num_bubbles;
|
|
return;
|
|
};
|
|
|
|
void () DeathSound =
|
|
{
|
|
local float r;
|
|
|
|
if ((self.equipment == 8))
|
|
{
|
|
return;
|
|
}
|
|
if ((self.waterlevel == AS_MELEE))
|
|
{
|
|
sound (self, CHAN_VOICE, "player/drown2.wav", WEAPON_SHOTGUN, ATTN_NONE);
|
|
return;
|
|
}
|
|
r = random ();
|
|
self.noise = "player/agdie4.wav";
|
|
sound (self, CHAN_VOICE, self.noise, 0.9, ATTN_NORM);
|
|
return;
|
|
};
|
|
|
|
void () PlayerDead =
|
|
{
|
|
setmodel(self, "progs/dead.mdl");
|
|
setsize(self, '-16 -16 -24', '16 16 0');
|
|
self.nextthink = CONTENT_EMPTY;
|
|
self.deadflag = DEAD_DEAD;
|
|
};
|
|
|
|
vector(float dm) VelocityForDamage =
|
|
{
|
|
local vector v;
|
|
|
|
v_x = 100 * crandom();
|
|
v_y = 100 * crandom();
|
|
v_z = 200 + 100 * random();
|
|
|
|
if (dm > -50)
|
|
{
|
|
// dprint ("level 1\n");
|
|
v = v * 0.7;
|
|
}
|
|
else if (dm > -200)
|
|
{
|
|
// dprint ("level 3\n");
|
|
v = v * 2;
|
|
}
|
|
else
|
|
v = v * 10;
|
|
|
|
return v;
|
|
};
|
|
|
|
void(string gibname, float dm) ThrowGib =
|
|
{
|
|
local entity new;
|
|
|
|
new = spawn();
|
|
new.origin = self.origin;
|
|
setmodel (new, gibname);
|
|
setsize (new, '0 0 0', '0 0 0');
|
|
new.velocity = VelocityForDamage (dm);
|
|
new.movetype = MOVETYPE_BOUNCE;
|
|
new.solid = SOLID_NOT;
|
|
// new.avelocity_x = random()*600;
|
|
new.avelocity_y = random()*600;
|
|
// new.avelocity_z = random()*600;
|
|
new.think = SUB_Remove;
|
|
new.ltime = time;
|
|
new.nextthink = time + 10 + random()*10;
|
|
new.frame = 0;
|
|
new.flags = 0;
|
|
};
|
|
|
|
void(string gibname, float dm) ThrowHead =
|
|
{
|
|
setmodel (self, gibname);
|
|
self.frame = 0;
|
|
self.nextthink = -1;
|
|
self.movetype = MOVETYPE_BOUNCE;
|
|
self.takedamage = DAMAGE_NO;
|
|
self.solid = SOLID_NOT;
|
|
self.view_ofs = '0 0 8';
|
|
setsize (self, '-16 -16 0', '16 16 56');
|
|
self.velocity = VelocityForDamage (dm);
|
|
self.origin_z = self.origin_z - 24;
|
|
self.flags = self.flags - (self.flags & FL_ONGROUND);
|
|
self.avelocity = crandom() * '0 600 0';
|
|
};
|
|
|
|
void (string gibname, float dm) ThrowGib2 =
|
|
{
|
|
local entity new;
|
|
|
|
new = spawn();
|
|
new.origin = self.origin;
|
|
setmodel (new, gibname);
|
|
setsize (new, '0 0 0', '0 0 0');
|
|
new.velocity = VelocityForDamage (dm);
|
|
new.velocity_z = new.velocity_z + 40;
|
|
new.movetype = MOVETYPE_BOUNCE;
|
|
new.solid = SOLID_NOT;
|
|
// new.avelocity_x = random()*600;
|
|
new.avelocity_y = random()*600;
|
|
// new.avelocity_z = random()*600;
|
|
new.think = SUB_Remove;
|
|
new.ltime = time;
|
|
new.nextthink = time + 10 + random()*10;
|
|
new.frame = 0;
|
|
new.flags = 0;
|
|
};
|
|
|
|
|
|
void () SmokeBob2 =
|
|
{
|
|
local float rnd1;
|
|
local float rnd2;
|
|
local float rnd3;
|
|
|
|
self.cnt = (self.cnt + WEAPON_SHOTGUN);
|
|
if ((self.cnt >= (WEAPON_ROCKET + (random () * AS_MELEE))))
|
|
{
|
|
remove (self);
|
|
}
|
|
rnd1 = (self.velocity_x + (-10 + (random () * IDLE8A)));
|
|
rnd2 = (self.velocity_y + (-10 + (random () * IDLE8A)));
|
|
rnd3 = ((self.velocity_z + TE_LAVASPLASH) + (random () * TE_LAVASPLASH));
|
|
if ((rnd1 > MULTICAST_PVS_R))
|
|
{
|
|
rnd1 = MULTICAST_PVS_R;
|
|
}
|
|
if ((rnd1 < CONTENT_LAVA))
|
|
{
|
|
rnd1 = CONTENT_LAVA;
|
|
}
|
|
if ((rnd2 > MULTICAST_PVS_R))
|
|
{
|
|
rnd2 = MULTICAST_PVS_R;
|
|
}
|
|
if ((rnd2 < CONTENT_LAVA))
|
|
{
|
|
rnd2 = CONTENT_LAVA;
|
|
}
|
|
if ((rnd3 < TE_LAVASPLASH))
|
|
{
|
|
rnd3 = IDLE3A;
|
|
}
|
|
if ((rnd3 > SVC_INTERMISSION))
|
|
{
|
|
rnd3 = DRAW3;
|
|
}
|
|
self.velocity_x = rnd1;
|
|
self.velocity_y = rnd2;
|
|
self.velocity_z = rnd3;
|
|
self.nextthink = (time + 0.5);
|
|
self.think = SmokeBob2;
|
|
};
|
|
|
|
void (string gibname, float dm) ThrowPlayerHead =
|
|
{
|
|
setmodel (self, gibname);
|
|
self.frame = MULTICAST_ALL;
|
|
if (self.team == 1)
|
|
self.skin = 0;
|
|
if (self.team == 2)
|
|
self.skin = 1;
|
|
self.nextthink = (time + WEAPON_SHOTGUN);
|
|
self.think = SUB_Null;
|
|
self.movetype = MOVETYPE_BOUNCE;
|
|
self.takedamage = DAMAGE_NO;
|
|
self.view_ofs = '0 0 8';
|
|
setsize (self, '-8 -8 -8', '8 8 8');
|
|
self.velocity = VelocityForDamage (dm);
|
|
self.origin_z = (self.origin_z + DRAW2);
|
|
self.flags = (self.flags - (self.flags & FL_ONGROUND));
|
|
self.avelocity = (crandom () * '0 600 0');
|
|
};
|
|
|
|
void () GibPlayer =
|
|
{
|
|
self.solid = SOLID_NOT;
|
|
self.deadflag = DEAD_DYING;
|
|
setmodel (self, "");
|
|
self.skin = self.team;
|
|
ThrowGib ("progs/gib1.mdl", self.health);
|
|
ThrowGib ("progs/gib1.mdl", self.health);
|
|
ThrowGib ("progs/gib3.mdl", self.health);
|
|
SpawnMeatSpray (self.origin, (self.origin + VEC_ORIGIN));
|
|
SpawnMeatSpray (self.origin, (self.origin + VEC_ORIGIN));
|
|
SpawnMeatSpray (self.origin, (self.origin + VEC_ORIGIN));
|
|
self.deadflag = DEAD_DEAD;
|
|
};
|
|
|
|
void () PlayerDie =
|
|
{
|
|
local float i;
|
|
local float r;
|
|
|
|
r = random ();
|
|
self.noise = "player/agdie2.wav";
|
|
|
|
sound (self, CHAN_VOICE, self.noise, 1, ATTN_NORM);
|
|
self.items = (self.items - (self.items & IT_INVISIBILITY));
|
|
self.invisible_finished = 0;
|
|
self.invincible_finished = 0;
|
|
self.super_damage_finished = 0;
|
|
self.radsuit_finished = 0;
|
|
self.modelindex = modelindex_player;
|
|
self.weaponmodel = "";
|
|
self.view_ofs = '0 0 -8';
|
|
self.deadflag = DEAD_DYING;
|
|
self.flags = (self.flags - (self.flags & FL_ONGROUND));
|
|
self.movetype = MOVETYPE_WALK;
|
|
|
|
self.angles_z = 0;
|
|
if (self.position == 1 || self.position == 2)
|
|
player_diec1 ();
|
|
else
|
|
{
|
|
if (self.health <= -40)
|
|
player_dieb1 ();
|
|
else
|
|
player_diea1 ();
|
|
}
|
|
};
|
|
|
|
void () set_suicide_frame =
|
|
{
|
|
self.frame = TE_LAVASPLASH;
|
|
self.solid = SOLID_NOT;
|
|
self.movetype = MOVETYPE_TOSS;
|
|
self.deadflag = DEAD_DEAD;
|
|
self.nextthink = CONTENT_EMPTY;
|
|
};
|
|
|
|
void () player_diea1 = [ 1, player_diea2 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea2 = [ 2, player_diea3 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea3 = [ 3, player_diea4 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea4 = [ 4, player_diea5 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea5 = [ 5, player_diea6 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea6 = [ 6, player_diea7 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea7 = [ 7, player_diea8 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea8 = [ 8, player_diea9 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea9 = [ 9, player_diea10 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea10 = [ 10, player_diea11 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea11 = [ 11, player_diea12 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea12 = [ 12, player_diea13 ]
|
|
{
|
|
};
|
|
|
|
void () player_diea13 = [ 13, player_diea13 ]
|
|
{
|
|
PlayerDead ();
|
|
};
|
|
|
|
void () player_dieb1 = [ 94, player_dieb2 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb2 = [ 95, player_dieb3 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb3 = [ 96, player_dieb4 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb4 = [ 97, player_dieb5 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb5 = [ 98, player_dieb6 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb6 = [ 99, player_dieb7 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb7 = [ 100, player_dieb8 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb8 = [ 101, player_dieb9 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb9 = [ 102, player_dieb10 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb10 = [ 103, player_dieb11 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb11 = [ 104, player_dieb12 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb12 = [ 105, player_dieb13 ]
|
|
{
|
|
};
|
|
|
|
void () player_dieb13 = [ 106, player_dieb13 ]
|
|
{
|
|
PlayerDead ();
|
|
};
|
|
|
|
void () player_diec1 = [ 55, player_diec2 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec2 = [ 56, player_diec3 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec3 = [ 57, player_diec4 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec4 = [ 58, player_diec5 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec5 = [ 59, player_diec6 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec6 = [ 60, player_diec7 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec7 = [ 61, player_diec8 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec8 = [ 62, player_diec9 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec9 = [ 63, player_diec10 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec10 = [ 64, player_diec11 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec11 = [ 65, player_diec12 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec12 = [ 66, player_diec13 ]
|
|
{
|
|
};
|
|
|
|
void () player_diec13 = [ 67, player_diec13 ]
|
|
{
|
|
PlayerDead ();
|
|
};
|