mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-09 23:11:44 +00:00
164 lines
4.1 KiB
C++
164 lines
4.1 KiB
C++
/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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// buzzsaw.qc
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$skin buzzsaw
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$frame buzzsaw
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$frame bzzrot01 bzzrot02 bzzrot03 bzzrot04 bzzrot05 bzzrot06
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void() buzzsaw_stand1 = [ $buzzsaw, buzzsaw_stand1 ]
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{
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if ( self.pain_finished < time)
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{
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sound ( self, CHAN_VOICE, "buzz/buzz1.wav", 0.2, ATTN_NORM);
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self.pain_finished = time + 1;
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}
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self.angles_x = self.angles_x - 60;
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self.avelocity_x = 60;
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};
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void() buzzsaw_fly =
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{
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local vector dir;
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if ( self.pain_finished < time)
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{
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sound ( self, CHAN_VOICE, "buzz/buzz1.wav", 0.2, ATTN_NORM);
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self.pain_finished = time + 1;
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}
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dir = self.goalentity.origin - self.origin;
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dir = normalize (dir);
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dir = dir * self.speed;
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setorigin (self, self.origin + dir);
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self.angles_x = self.angles_x - 60;
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self.avelocity_x = 60;
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};
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/*
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void() buzzsaw_fly1 = [ $bzzrot01, buzzsaw_fly2 ] { buzzsaw_fly(); };
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void() buzzsaw_fly2 = [ $bzzrot02, buzzsaw_fly3 ] { buzzsaw_fly(); };
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void() buzzsaw_fly3 = [ $bzzrot03, buzzsaw_fly4 ] { buzzsaw_fly(); };
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void() buzzsaw_fly4 = [ $bzzrot04, buzzsaw_fly5 ] { buzzsaw_fly(); };
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void() buzzsaw_fly5 = [ $bzzrot05, buzzsaw_fly6 ] { buzzsaw_fly(); };
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void() buzzsaw_fly6 = [ $bzzrot06, buzzsaw_fly1 ] { buzzsaw_fly(); };
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*/
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void() buzzsaw_fly1 = [ $bzzrot01, buzzsaw_fly1 ] { buzzsaw_fly(); };
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void() buzzsaw_touch =
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{
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local vector sprayDir;
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if ( other.classname == "player" || other.flags & FL_MONSTER)
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{
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if ( self.attack_finished < time )
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{
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sound (self, CHAN_WEAPON, "buzz/buzz.wav", 1, ATTN_NORM);
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self.attack_finished = time + 2;
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}
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T_Damage (other, self, self, self.currentammo);
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sprayDir = normalize(self.goalentity.origin - self.origin);
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sprayDir = sprayDir * 200;
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SpawnMeatSpray ( self.origin, sprayDir);
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other.velocity = sprayDir;
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other.velocity_z = 200;
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}
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};
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void() buzzsaw_use =
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{
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self.touch = buzzsaw_touch;
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if (self.target)
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{
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self.movetarget = find(world, targetname, self.target);
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self.goalentity = self.movetarget;
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self.th_stand = buzzsaw_fly1;
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self.th_walk = buzzsaw_fly1;
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self.th_run = buzzsaw_fly1;
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self.think = buzzsaw_fly1;
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self.nextthink = time + 0.1;
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}
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else
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{
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self.nextthink = time + 0.1;
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self.think = buzzsaw_stand1;
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}
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self.use = SUB_Null;
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};
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/*QUAKED buzzsaw (0 .5 .8) (-18 -18 -18) (18 18 18) Vertical
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The buzzsaw trap.
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currentammo: amount of damage for each contact. (default 10)
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speed: speed that it will follow it's path. (default 10)
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Use the angle buttons to point the buzzsaw in the direction it
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should face.
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Place on a monster path if you want it to move.
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If it is targeted, it will wait until triggered to activate.
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It will not damage players until activated.
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*/
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void() buzzsaw =
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{
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precache_model ("progs/buzzsaw.mdl");
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precache_sound ("buzz/buzz.wav");
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precache_sound ("buzz/buzz1.wav");
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setmodel (self, "progs/buzzsaw.mdl");
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self.takedamage = DAMAGE_NO;
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self.solid = SOLID_TRIGGER;
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self.movetype = MOVETYPE_FLY;
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if(self.angles_y == 0 || self.angles_y == 180)
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setsize (self, '-18 0 -18', '18 0 18');
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else if(self.angles_y == 90 || self.angles_y == 270)
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setsize (self, '0 -18 -18', '0 18 18');
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else
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objerror ("Buzzsaw: Not at 90 degree angle!");
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setorigin (self, self.origin);
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if (!self.speed)
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self.speed = 10;
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if (!self.currentammo)
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self.currentammo = 10;
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self.pain_finished = time + random()*2;
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if (!self.targetname)
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{
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self.think = buzzsaw_use;
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self.nextthink = time + 0.2;
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}
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else
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{
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self.use = buzzsaw_use;
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}
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};
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