145 lines
3 KiB
C++
145 lines
3 KiB
C++
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/*
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* $Header: /HexenWorld/HCode/fireball.hc 1 2/04/98 1:59p Rjohnson $
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*/
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/*
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==============================================================================
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FIREBALL
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==============================================================================
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*/
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// For building the model
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$cd c:\model\fireball // Directory to find model in
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$origin 0 0 0
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// baseframe is in iceimp.3ds
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$base fireball
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// skin is in iceimp.lbm
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$skin fireball
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// Imp throwing
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$frame firbal1 firbal2 firbal3 firbal4 firbal5
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$frame firbal6 firbal7 firbal8 firbal9 firbal10
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//============================================================================
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void FireFizzle (void)
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{
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sound (self, CHAN_WEAPON, "misc/fout.wav", 1, ATTN_NORM);
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DeathBubbles(1);
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remove(self);
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}
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void() fireballTouch =
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{
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local float damg;
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if (other == self.owner)
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return; // don't explode on owner
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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if (self.dmg == -1)
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damg = random(5,10);
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else if (self.dmg)
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damg = self.dmg;
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else
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damg = random(12,22);
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if (other.health)
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{
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if (self.owner.classname == "cube_of_force")
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T_Damage (other, self.owner, self.owner.owner, damg );
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else
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T_Damage (other, self, self.owner, damg );
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}
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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T_RadiusDamage (self, self.owner, damg, other);
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// sound (self, CHAN_WEAPON, "weapons/explode.wav", 1, ATTN_NORM);
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self.origin = self.origin - 8*normalize(self.velocity);
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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remove(self);
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// BecomeExplosion ();
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};
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//============================================================================
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void fireball_1(void)
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{
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float retval;
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self.nextthink = time + HX_FRAME_TIME;
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retval = AdvanceFrame($firbal1,$firbal10);
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if (retval == AF_BEGINNING)
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{
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if (pointcontents(self.origin) != CONTENT_EMPTY)
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FireFizzle();
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}
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}
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//============================================================================
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void(vector offset) do_fireball =
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{
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entity missile;
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vector vec;
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missile = spawn ();
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missile.owner = self;
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missile.speed=500;
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if(self.classname=="monster_imp_lord")
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{
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missile.dmg=random(80,120);
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missile.speed+=500;
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missile.scale=2;
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}
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else
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missile.dmg = self.dmg;
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missile.movetype = MOVETYPE_FLYMISSILE;
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missile.solid = SOLID_BBOX;
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missile.health = 10;
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setmodel (missile, "models/fireball.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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// set missile speed
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makevectors (self.angles);
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vec = self.origin + self.view_ofs + v_factor(offset);
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setorigin (missile, vec);
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vec = self.enemy.origin - missile.origin + self.enemy.view_ofs;
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vec = normalize(vec);
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missile.velocity = (vec+aim_adjust(self.enemy))*missile.speed;
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missile.angles = vectoangles('0 0 0'-missile.velocity);
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missile.touch = fireballTouch;
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missile.think = fireball_1;
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missile.nextthink = time + HX_FRAME_TIME;
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};
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