307 lines
7.6 KiB
C++
307 lines
7.6 KiB
C++
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/*
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* $Header: /HexenWorld/HCode/sunstaff.hc 16 4/10/98 10:58a Nalbury $
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*/
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/*
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==============================================================================
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Q:\art\models\weapons\sunstaff\final\newfinal\sunstaff.hc
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MG
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==============================================================================
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*/
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// For building the model
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$cd Q:\art\models\weapons\sunstaff\final\newfinal
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$origin 0 0 0
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$base BASE skin
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$skin skin
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$flags 0
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//
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$frame fircyc1 fircyc2 fircyc3 fircyc4 fircyc5
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$frame fircyc6 fircyc7 fircyc8 fircyc9 fircyc10
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//
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$frame fire1 fire2 fire3 fire4
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//
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$frame idle1 idle2 idle3 idle4 idle5
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$frame idle6 idle7 idle8 idle9 idle10
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$frame idle11 idle12 idle13 idle14 idle15
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$frame idle16 idle17 idle18 idle19 idle20
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$frame idle21 idle22 idle23 idle24 idle25
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$frame idle26 idle27 idle28 idle29 idle30
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$frame idle31
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//
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$frame select1 select2 select3 select4 select5
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$frame select6 select7 select8 select9 select10
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$frame select11 select12 select13 select14
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//
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$frame settle1 settle2 settle3 settle4 settle5
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void FireSunstaff (vector dir, float ofs)
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{
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vector org1,org2, vec, dir, endspot,endplane;
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float remainder, reflect_count,damg;
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vector end1, end2, end3;
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//Draw a larger pulsating transparent yellow beam,
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//rotating, with a smaller solid white beam in the
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//center. Player casts brightlight while using it.
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//each point reflection has a double-sphere similar
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//to the beam. Each reflection does 3/4 less damage.
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//primary damage = 37?
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// make some global to keep track of the last time the light showed up...
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if(self.attack_finished>time)
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return;
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self.effects(+)EF_BRIGHTLIGHT;
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if(self.artifact_active&ART_TOMEOFPOWER)
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damg=35;
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else
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damg=14;
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//If powered up, start a quake
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if(!ofs)
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remainder=1000;
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else
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remainder=750;
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makevectors(self.v_angle);
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org1 = self.origin + self.proj_ofs+ v_forward*7;
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org2 = org1 + dir*20;
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vec = org2 + dir*remainder;
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traceline (org2, vec, TRUE, self);
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endspot=trace_endpos;
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endplane=trace_plane_normal;
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remainder-=remainder*trace_fraction;
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end1 = trace_endpos;
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LightningDamage (org1 - v_forward*7, trace_endpos+normalize(dir)*7, self, damg,"sunbeam");
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while(remainder>0&&reflect_count<2)
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{
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org1 = endspot;
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dir +=2*endplane;
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vec = org1 + normalize(dir)*remainder;
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//FIXME: what about reflective triggers?
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traceline (org1,vec,TRUE,self);
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endspot=trace_endpos;
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endplane=trace_plane_normal;
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remainder-=remainder*trace_fraction;
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reflect_count+=1;
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if(reflect_count == 1)
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{
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end2 = trace_endpos;
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}
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else
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{
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end3 = trace_endpos;
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}
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LightningDamage (org1, trace_endpos+normalize(dir)*7, self, damg/2,"sunbeam");
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}
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// so each of these will cost either 17, 23, or 29 bytes instead of the 30, 60, or 90 of before
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_SUNSTAFF_CHEAP);
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WriteEntity (MSG_MULTICAST, self);
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WriteByte (MSG_MULTICAST, reflect_count);
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WriteCoord(MSG_MULTICAST, org2_x);
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WriteCoord(MSG_MULTICAST, org2_y);
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WriteCoord(MSG_MULTICAST, org2_z);
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WriteCoord(MSG_MULTICAST, end1_x);
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WriteCoord(MSG_MULTICAST, end1_y);
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WriteCoord(MSG_MULTICAST, end1_z);
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if(reflect_count > 0)
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{
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WriteCoord(MSG_MULTICAST, end2_x);
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WriteCoord(MSG_MULTICAST, end2_y);
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WriteCoord(MSG_MULTICAST, end2_z);
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if(reflect_count > 1)
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{
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WriteCoord(MSG_MULTICAST, end3_x);
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WriteCoord(MSG_MULTICAST, end3_y);
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WriteCoord(MSG_MULTICAST, end3_z);
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}
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}
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multicast(self.origin,MULTICAST_PHS);
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}
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void() FireSunstaffPower =
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{
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vector org1, curOrg;
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float curFraction;
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entity curIgnore, hurtGuy;
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if(self.attack_finished>time)
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return;
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self.effects(+)EF_MUZZLEFLASH;
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makevectors(self.v_angle);
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org1 = self.origin + self.proj_ofs+ v_forward*7;
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traceline (org1, org1 + v_forward * 1000.0, TRUE, self);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_SUNSTAFF_POWER);
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WriteEntity(MSG_MULTICAST, self);
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WriteCoord (MSG_MULTICAST, org1_x);
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WriteCoord (MSG_MULTICAST, org1_y);
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WriteCoord (MSG_MULTICAST, org1_z);
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WriteCoord (MSG_MULTICAST, trace_endpos_x);
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WriteCoord (MSG_MULTICAST, trace_endpos_y);
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WriteCoord (MSG_MULTICAST, trace_endpos_z);
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multicast(self.origin,MULTICAST_PHS_R);
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// LightningDamage (org1 - v_forward*7, trace_endpos, self, 80, "sunbeam");
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hurtGuy=findradius(trace_endpos,200);
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while(hurtGuy)
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{
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T_Damage(hurtGuy, self, self, 160 * (1.0 - (vlen(hurtGuy.origin - trace_endpos)/200)));
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hurtGuy=hurtGuy.chain;
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}
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curFraction = 1000.0;
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curOrg = org1;
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curIgnore = self;
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while((curFraction > 0)&&(curIgnore != world))
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{
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traceline(curOrg, org1 + v_forward * 1000.0, FALSE, curIgnore);
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if(trace_fraction < 1.0)
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{
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curFraction -= vlen(trace_endpos - curOrg);
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curOrg = trace_endpos;
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curIgnore = trace_ent;
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T_Damage (trace_ent, self, self, 60);
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}
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else
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{
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curFraction -= 1002.0;
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}
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}
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};
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void()sunstaff_ready_loop;
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void() Cru_Sun_Fire;
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void sunstaff_fire_settle ()
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{
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self.wfs = advanceweaponframe($settle1,$settle5);
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self.th_weapon=sunstaff_fire_settle;
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if(self.wfs==WF_CYCLE_WRAPPED)
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{
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self.effects(-)EF_BRIGHTLIGHT;
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self.last_attack=time;
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sunstaff_ready_loop();
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}
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}
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void sunstaff_fire_loop ()
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{
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self.wfs = advanceweaponframe($fircyc1,$fircyc10);
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self.th_weapon=sunstaff_fire_loop;
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if(self.attack_finished<=time&&self.button0&&self.greenmana>=1&&self.bluemana>=1)
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{
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if(self.artifact_active&ART_TOMEOFPOWER)
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{
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if(self.greenmana >= 35 && self.bluemana >= 35)
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{
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FireSunstaffPower();
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self.greenmana-=20;
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self.bluemana-=20;
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self.attack_finished=time + 1.0;
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}
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}
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else
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{
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if(self.t_width!=SOUND_STARTED)
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{
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sound(self,CHAN_UPDATE+PHS_OVERRIDE_R,"crusader/sunhuml.wav",1,ATTN_LOOP);
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self.effects(+)EF_UPDATESOUND;
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self.t_width=SOUND_STARTED;
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}
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makevectors(self.v_angle);
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FireSunstaff(v_forward,0);
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self.greenmana-=0.7;
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self.bluemana-=0.7;
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self.attack_finished=time + 0.1;
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}
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}
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if(self.wfs==WF_CYCLE_WRAPPED&&(!self.button0||
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((self.greenmana<1||self.bluemana<1)&&(!(self.artifact_active&ART_TOMEOFPOWER)))||
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((self.greenmana<20||self.bluemana<20)&&(self.artifact_active&ART_TOMEOFPOWER))
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))
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{
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stopSound(self,CHAN_UPDATE);
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self.t_width=SOUND_STOPPED;
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self.effects(-)EF_BRIGHTLIGHT|EF_UPDATESOUND;
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sunstaff_fire_settle();
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}
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}
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void sunstaff_fire (void)
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{
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if(self.artifact_active&ART_TOMEOFPOWER)
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{
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sunstaff_fire_loop();
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}
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else
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{
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self.wfs = advanceweaponframe($fire1,$fire4);
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self.th_weapon=sunstaff_fire;
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if(self.wfs==WF_CYCLE_WRAPPED)
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sunstaff_fire_loop();
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}
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}
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void() Cru_Sun_Fire =
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{
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if(self.weaponframe<$idle1 || self.weaponframe>$idle31)
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return;
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//sound (self, CHAN_AUTO, "crusader/sunstart.wav", 1, ATTN_NORM);
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weapon_sound(self, "crusader/sunstart.wav");
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self.th_weapon=sunstaff_fire;
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thinktime self : 0;
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};
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void sunstaff_ready_loop (void)
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{
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self.wfs = advanceweaponframe($idle1,$idle31);
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self.th_weapon=sunstaff_ready_loop;
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}
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void sunstaff_select (void)
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{
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//go to ready loop, not relaxed?
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self.wfs = advanceweaponframe($select1,$select14);
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self.weaponmodel = "models/sunstaff.mdl";
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self.th_weapon=sunstaff_select;
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self.last_attack=time;
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if(self.wfs==WF_CYCLE_WRAPPED)
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{
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self.attack_finished = time - 1;
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sunstaff_ready_loop();
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}
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}
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void sunstaff_deselect (void)
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{
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//go to ready loop, not relaxed?
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self.wfs = advanceweaponframe($select14,$select1);
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self.th_weapon=sunstaff_deselect;
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if(self.wfs==WF_CYCLE_WRAPPED)
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W_SetCurrentAmmo();
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}
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