mirror of
https://git.code.sf.net/p/quake/game-source
synced 2024-11-29 07:02:29 +00:00
88c055ea3c
<taniwha> zinx: thanks :) zinx' klik mod :)
105 lines
2.6 KiB
C++
105 lines
2.6 KiB
C++
#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;
|
|
};
|