#include "common.qh" #include "weapon.qh" #include "damage.qh" #include "effect.qh" void() _w_axe_deathmsg = { local float r; local string att_nname, def_nname; r = random(); def_nname = name(self); att_nname = name(self.dmg_attacker); if (r < 0.25) bprint(PRINT_DEATH, def_nname, " gets chopped down to size by ", att_nname, ".\n"); else if (r < 0.5) bprint(PRINT_DEATH, att_nname, " mames ", def_nname, " with a rusty axe.\n"); else if (r < 0.75) bprint(PRINT_DEATH, def_nname, " loses his scalp to ", att_nname, ".\n"); else bprint(PRINT_DEATH, att_nname, "'s axe penetrates ", def_nname, " straight to the bone.\n"); }; void() _w_axe_fire = { local vector source; source = shootorigin(self); makevectors (self.v_angle); traceline (source, source + v_forward*64, FALSE, self); if (trace_fraction == 1.0) return; ghost_inflictor.classname = "AXE"; ghost_inflictor.dmg = 20; ghost_inflictor.mass = ghost_inflictor.mass * 8; ghost_inflictor.velocity = v_forward*1000; damage_attack(ghost_inflictor); if (!damage(trace_ent, self, ghost_inflictor, ghost_inflictor.dmg, _w_axe_deathmsg)) { /* We hit the world. */ sound(self, CHAN_WEAPON, "player/axhit2.wav", 1, ATTN_NORM); effect_gun_spark(trace_endpos, v_forward * 250, 3); } }; void() _w_axe_think_1 = { self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 3) _w_axe_fire(); if (self.weaponframe <= 1 || self.weaponframe > 4) { self.weaponframe = 0; self.w_think = NOTHING_function; } }; void() _w_axe_think_2 = { self.weaponframe = self.weaponframe + 1; if (self.weaponframe == 7) _w_axe_fire(); if (self.weaponframe <= 5 || self.weaponframe > 8) { self.weaponframe = 0; self.w_think = NOTHING_function; } }; /* WEAPON 1 axe */ float(float action) w_axe = { if (action == WEAPON_AMMO) { return 0; } else if (action == WEAPON_WEIGHT) { return 1; } else if (action == WEAPON_SELECTABLE) { return TRUE; } else if (action == WEAPON_FIRE) { self.attack_finished = time + 0.5; sound (self, CHAN_WEAPON, "weapons/ax1.wav", 1, ATTN_NORM); if (random() < 0.5) { self.weaponframe = 1; self.w_think = _w_axe_think_1; } else { self.weaponframe = 5; self.w_think = _w_axe_think_2; } self.w_thought = TRUE; self.mdl_func(MDL_FUNC_FIRE, 0); } else if (action == WEAPON_SELECT) { self.weaponmodel = "progs/v_axe.mdl"; self.weaponframe = 0; self.mdl_mod = (self.mdl_mod & ~MDL_MOD_WEP_MASK) | MDL_MOD_WEP_AXE; weaponprint("Axe"); } else if (action == WEAPON_INIT) { precache_model("progs/v_axe.mdl"); precache_sound("player/axhit1.wav"); precache_sound("player/axhit2.wav"); precache_sound("weapons/ax1.wav"); } return 0; };