87 lines
1.7 KiB
C++
87 lines
1.7 KiB
C++
|
/*
|
||
|
* $Header: /HexenWorld/HCode/FAblade.hc 1 2/04/98 1:59p Rjohnson $
|
||
|
*/
|
||
|
|
||
|
/*
|
||
|
==============================================================================
|
||
|
|
||
|
Q:\art\models\monsters\Fangel\wingblad\FAblade.hc
|
||
|
|
||
|
==============================================================================
|
||
|
*/
|
||
|
|
||
|
// For building the model
|
||
|
$cd Q:\art\models\monsters\Fangel\wingblad
|
||
|
$origin 0 0 0
|
||
|
$base BASE skin1
|
||
|
$skin skin1
|
||
|
$flags 0
|
||
|
|
||
|
//
|
||
|
$frame BLADE
|
||
|
|
||
|
|
||
|
void() faBladeTouch =
|
||
|
{
|
||
|
float damg;
|
||
|
|
||
|
if (other == self.owner)
|
||
|
return; // don't explode on owner
|
||
|
|
||
|
if (pointcontents(self.origin) == CONTENT_SKY)
|
||
|
{
|
||
|
remove(self);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
damg = random(8,16);
|
||
|
|
||
|
if (other.health)
|
||
|
T_Damage (other, self, self.owner, damg );
|
||
|
|
||
|
|
||
|
sound (self, CHAN_WEAPON, "weapons/expsmall.wav", 1, ATTN_NORM);
|
||
|
self.origin = self.origin - 8*normalize(self.velocity);
|
||
|
CreateGreenSmoke(self.origin, '0 0 8', HX_FRAME_TIME * 4);
|
||
|
remove(self);
|
||
|
};
|
||
|
|
||
|
|
||
|
// Frame Code
|
||
|
void() frame_BLADE = [ $BLADE , frame_BLADE ] { };
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
void(vector offset, float set_speed, vector dest_offset) do_faBlade =
|
||
|
{
|
||
|
entity missile;
|
||
|
vector vec;
|
||
|
|
||
|
missile = spawn ();
|
||
|
missile.owner = self;
|
||
|
missile.movetype = MOVETYPE_FLYMISSILE;
|
||
|
missile.solid = SOLID_BBOX;
|
||
|
missile.flags = FL_FLY;
|
||
|
missile.health = 10;
|
||
|
missile.drawflags=MLS_ABSLIGHT;
|
||
|
missile.abslight=0.5;
|
||
|
|
||
|
setmodel (missile, "models/fablade.mdl");
|
||
|
setsize (missile, '0 0 0', '0 0 0');
|
||
|
|
||
|
// set missile speed
|
||
|
|
||
|
makevectors (self.angles);
|
||
|
setorigin (missile, self.origin + v_factor(offset));
|
||
|
|
||
|
vec = self.enemy.origin - missile.origin + self.enemy.proj_ofs + dest_offset;
|
||
|
vec = normalize(vec);
|
||
|
|
||
|
missile.velocity = (vec+aim_adjust(self.enemy))*set_speed;
|
||
|
missile.angles = vectoangles(missile.velocity);
|
||
|
|
||
|
missile.touch = faBladeTouch;
|
||
|
};
|
||
|
|