mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2024-11-24 05:01:43 +00:00
122 lines
2.8 KiB
C++
122 lines
2.8 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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// Shield
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//
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// ===================
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// shield_think
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// ===================
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void() shield_think =
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{
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if ( self.owner.shield_death_time < time)
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{
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self.owner.shield_entity = world;
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remove (self);
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return;
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}
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if ( (self.owner.shield_death_time - 0.25) <= time)
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{
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self.model = string_null;
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}
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else
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{
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setorigin ( self, self.owner.origin );
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self.v_angle = self.owner.v_angle;
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self.angles = self.owner.angles;
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}
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self.think = shield_think;
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self.nextthink = time + 0.05;
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};
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// ===================
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// shield_spawn
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// ===================
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void(entity shieldOwner, vector dir) shield_spawn =
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{
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local entity newShield;
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if ( shieldOwner.shield_death_time > time)
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{
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return;
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}
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newShield = spawn ();
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newShield.owner = shieldOwner;
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newShield.solid = SOLID_NOT;
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newShield.takedamage = DAMAGE_NO;
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newShield.movetype = MOVETYPE_NONE;
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newShield.classname = "power_shield";
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// time for shield to live
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// shieldOwner.shield_death_time = time + 0.5;
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shieldOwner.shield_death_time = time + 0.3;
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shieldOwner.shield_entity = newShield;
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newShield.v_angle = shieldOwner.v_angle;
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newShield.angles = shieldOwner.angles;
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setorigin (newShield, shieldOwner.origin);
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setmodel (newShield, "progs/p_shield.mdl");
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setsize (newShield, '0 0 0', '0 0 0');
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newShield.nextthink = time + 0.1;
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newShield.think = shield_think;
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};
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// ===================
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// shield_hit
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// ===================
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float(entity targ, entity inflictor, entity attacker, float damage) shield_hit=
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{
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local vector dir;
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local float save;
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local float hitAngle;
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dir = inflictor.origin - targ.origin;
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save = vectoyaw ( dir );
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makevectors (targ.angles);
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hitAngle = save - vectoyaw ( v_forward );
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if(hitAngle > 90 && hitAngle < 270)
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{
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return damage;
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}
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else if(hitAngle < -90 && hitAngle > -270 )
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{
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return damage;
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}
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shield_spawn ( targ, dir);
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if (targ.shieldSoundTime < time)
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{
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sound (targ, CHAN_ITEM, "shield/hit.wav", 1, ATTN_NORM);
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targ.shieldSoundTime = time + 0.5;
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}
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if (inflictor.classname == "lava_spike")
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save = damage * 0.70;
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else
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save = damage * 0.30;
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return save;
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};
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