/* * $Header: /H3/game/hcode/FAspell.hc 14 9/04/97 3:19p Mgummelt $ */ /* ============================================================================== Q:\art\models\monsters\Fangel\spell\FAspell.hc ============================================================================== */ // For building the model $cd Q:\art\models\monsters\Fangel\spell $origin 0 0 0 $base BASE skin1 $skin skin1 $flags 0 // $frame SPELL01 SPELL02 SPELL03 SPELL04 SPELL05 $frame SPELL06 SPELL07 SPELL08 SPELL09 void() faSpellTouch = { float damg; if (other == self.owner) return; // don't explode on owner if (pointcontents(self.origin) == CONTENT_SKY) { remove(self); return; } damg = random(12,22); if (other.health) T_Damage (other, self, self.owner, damg ); T_RadiusDamage (self, self.owner, damg, other); sound (self, CHAN_WEAPON, "weapons/explode.wav", 1, ATTN_NORM); self.origin = self.origin - 8*normalize(self.velocity); CreateRedSpark(self.origin); remove(self); }; // Frame Code /* void() frame_SPELL01 = [ $SPELL01 , frame_SPELL02 ] { }; void() frame_SPELL02 = [ $SPELL02 , frame_SPELL03 ] { }; void() frame_SPELL03 = [ $SPELL03 , frame_SPELL04 ] { }; void() frame_SPELL04 = [ $SPELL04 , frame_SPELL05 ] { }; void() frame_SPELL05 = [ $SPELL05 , frame_SPELL06 ] { }; void() frame_SPELL06 = [ $SPELL06 , frame_SPELL07 ] { }; void() frame_SPELL07 = [ $SPELL07 , frame_SPELL08 ] { }; void() frame_SPELL08 = [ $SPELL08 , frame_SPELL09 ] { }; void() frame_SPELL09 = [ $SPELL09 , frame_SPELL01 ] { }; */ void() faspell_frames = { float old_angle, old_count; vector new_posA, new_posB, posA, posB; self.think = faspell_frames; thinktime self : HX_FRAME_TIME; AdvanceFrame($SPELL01,$SPELL09); AdvanceFrame($SPELL01,$SPELL09); old_angle = self.spell_angle; old_count = self.count; self.spell_angle += random(32,42); if (self.spell_angle >= 360) self.spell_angle -= 360; if (self.count < 6) self.count += 0.6; makevectors (self.angles); posA = v_right * sin(self.spell_angle) * self.count; posB = v_right * sin(old_angle) * old_count; new_posA = (posA-posB); posA = v_up * cos(self.spell_angle) * self.count; posB = v_up * cos(old_angle) * old_count; new_posB = (posA-posB); new_posA += new_posB; movestep(new_posA_x,new_posA_y,new_posA_z, FALSE); if(self.lifetime