521 lines
12 KiB
C++
521 lines
12 KiB
C++
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/*
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* $Header: /HexenWorld/HCode/warhamer.hc 5 3/27/98 1:34p Mgummelt $
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*/
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/*
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==============================================================================
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Q:\art\models\weapons\warhammer\final\warham.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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$cd Q:\art\models\weapons\warhammer\final
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$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 Chop1 Chop2 Chop3 Chop4 Chop5
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$frame Chop6 Chop7 Chop8 Chop9 Chop10
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$frame Chop11 Chop12
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//
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$frame Hack1 Hack2 Hack3 Hack4 Hack5
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$frame Hack6 Hack7 Hack8 Hack9 Hack10
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//
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$frame LtoR1 LtoR2 LtoR3 LtoR4 LtoR5
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$frame LtoR6 LtoR7 LtoR8 LtoR9 LtoR10
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$frame LtoR11
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//
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$frame Return1 Return2 Return3 Return4
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//
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$frame RtoL1 RtoL2 RtoL3 RtoL4 RtoL5
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$frame RtoL6 RtoL7 RtoL8 RtoL9 RtoL10
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$frame RtoL11 RtoL12 RtoL13
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//
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$frame Select1 Select2 Select3 Select4 Select5
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$frame Select6 Select7 Select8 Select9
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//
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$frame Throw1 Throw2 Throw3 Throw4 Throw5
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$frame Throw6 Throw7 Throw8 Throw9 Throw10
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//
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$frame idle
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void(vector org) spawn_tfog;
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void(float max_strikes, float damg)CastLightning;
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void()warhammer_idle;
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void()Cru_Wham_Fire;
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void()warhammer_select;
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void ThrowHammerReturn (void)
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{
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// This sound is kinda irritating, I think
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// sound(self.controller, CHAN_ITEM, "weapons/weappkup.wav",1, ATTN_NORM);
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// if(self.controller.weapon==IT_WEAPON1)
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// Only play selection if they're still on weapon1
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//Or, if using another weapon, play the select frames,
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//then go back to what you were doing with the current weapon
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self.controller.weapon=IT_WEAPON1;
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self.controller.th_weapon=warhammer_select;
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stopSound(self,CHAN_VOICE);
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//sound(self, CHAN_VOICE, "misc/null.wav", 0.3, ATTN_NORM);
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remove(self);
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}
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void hammer_bounce ()
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{
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if(other.thingtype!=THINGTYPE_FLESH)
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{
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if(self.t_width<time)
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{
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self.t_width=time+0.3;
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if(random()<0.3)
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{
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sound(self,CHAN_BODY,"weapons/met2stn.wav",0.5,ATTN_NORM);
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}
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else if(random()<0.5)
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{
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sound(self,CHAN_BODY,"weapons/vorpht2.wav",0.5,ATTN_NORM);
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}
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else
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{
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sound(self,CHAN_BODY,"paladin/axric1.wav",0.75,ATTN_NORM);
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}
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}
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}
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}
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void() ThrowHammerThink =
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{
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vector destiny;
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float distance;
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makevectors(self.controller.v_angle);
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destiny=self.controller.origin+self.controller.proj_ofs+v_right*7+'0 0 -7';
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distance=vlen(self.origin-destiny);
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if(self.lifetime<time||(distance<28&&(self.bloodloss<time||self.aflag==-1)))
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{
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ThrowHammerReturn();
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}
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if(self.bloodloss<=time)
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{
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self.owner=self;
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}
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if(distance>377)
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{
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self.aflag= -1;
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}
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if (self.aflag == -1)
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{
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local vector dir;
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dir = normalize(destiny - self.origin);
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if (self.watertype < -2)
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{
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self.velocity = dir * self.speed*0.5;
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}
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else self.velocity = dir * self.speed;
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{
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self.angles = vectoangles(self.velocity);
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}
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if (self.flags & FL_ONGROUND)
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{
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self.flags(-)FL_ONGROUND;
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}
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}
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if(self.controller.health<=0||!self.controller.flags2&FL_ALIVE||self.controller.model=="models/sheep.mdl")
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{
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stopSound(self,CHAN_VOICE);
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//sound(self, CHAN_VOICE, "misc/null.wav", 0.3, ATTN_NORM);
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remove(self);
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return;
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}
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// HammerZap();
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thinktime self : 0.1;
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self.think = ThrowHammerThink;
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};
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void HammerTouch ()
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{
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// aflag is if it's returning or not --> set means it's returning
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float inertia;
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if (other == self.controller)
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{
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if (self.aflag||self.bloodloss<time)
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{
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ThrowHammerReturn();
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}
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else
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{
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return;
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}
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}
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else if (other.takedamage)
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{
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if(self.velocity != VEC_ORIGIN && other != self.controller)
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{
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if (self.aflag < 1)
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{
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other.punchangle_x = -20;
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self.enemy = other;
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte(MSG_MULTICAST, TE_LIGHTNING_HAMMER);
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WriteEntity(MSG_MULTICAST, self);
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multicast(self.origin,MULTICAST_PVS);
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if(other.health&&other.solid!=SOLID_BSP&&other.movetype!=MOVETYPE_PUSH)
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{
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if (other.mass<=10)
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{
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inertia=1;
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}
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else
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{
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inertia = other.mass/10;
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}
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other.velocity_x = other.velocity_x + self.velocity_x / inertia;
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other.velocity_y = other.velocity_y + self.velocity_y / inertia;
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other.flags(-)FL_ONGROUND;
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}
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T_Damage(other, self, self.controller, 32);
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}
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}
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}
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else if(!MetalHitSound(other.thingtype))
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{
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sound(self, CHAN_BODY, "weapons/hitwall.wav", 1, ATTN_NORM);
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}
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if (self.aflag < 1)
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{
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self.aflag = -1;
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self.movetype=MOVETYPE_NOCLIP;
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self.solid=SOLID_PHASE;
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}
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}
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void ThrowHammer ()
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{
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local entity missile;
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entity prevmis;
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prevmis=findradius(self.origin,2000);
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while(prevmis)
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{
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if (prevmis.classname == "mjolnir" && prevmis.controller == self)
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{
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// this next line has to be here for some reason... ? Dunno
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prevmis=prevmis.chain;
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return;
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}
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prevmis=prevmis.chain;
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}
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sound(self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
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//weapon_sound(self, "weapons/vorpswng.wav");
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missile = spawn();
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missile.owner = self;
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missile.controller = self;
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missile.classname = "mjolnir";
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missile.movetype = MOVETYPE_FLYMISSILE;
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missile.solid = SOLID_BBOX;
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makevectors(self.v_angle);
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missile.velocity = normalize(v_forward);
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missile.angles = vectoangles(missile.velocity);
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missile.speed = 800;
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if (self.waterlevel > 2)
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{
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missile.velocity = missile.velocity * missile.speed*0.5;
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}
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else
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{
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missile.velocity = missile.velocity * missile.speed;
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}
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missile.touch = HammerTouch;
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thinktime missile : 0;
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missile.frags=TRUE;
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missile.bloodloss = time + 0.3;
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missile.lifetime = time + 3;
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sound(missile, CHAN_VOICE, "paladin/axblade.wav", 1, ATTN_NORM);
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//weapon_sound(missile, "paladin/axblade.wav");
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missile.think = ThrowHammerThink;
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setmodel(missile, "models/hamthrow.mdl");
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setsize(missile,'-1 -2 -4','1 2 4');
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setorigin(missile, self.origin+self.proj_ofs + v_forward * FL_SWIM);
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// missile.avelocity = '-500 0 0';
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missile.aflag = 0;
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missile.level= 4;
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missile.drawflags=MLS_ABSLIGHT;//Powermode? Translucent when returning?
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missile.abslight = 1;
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missile.dmg=200;
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self.attack_finished=time + 1;
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missile.effects(+)EF_HAMMER_EFFECTS;
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}
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void warhammer_gone ()
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{
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self.th_weapon=warhammer_gone;
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self.weaponmodel="";
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self.weaponframe=0;
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}
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void warhammer_throw ()
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{
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self.th_weapon=warhammer_throw;
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self.wfs = advanceweaponframe($Throw1,$Throw10);
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if (self.weaponframe == $Throw7)
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{
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ThrowHammer();
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}
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else if (self.wfs==WF_LAST_FRAME)
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warhammer_gone();
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}
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void test_traceline ()
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{
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vector source;
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vector dir;
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makevectors (self.v_angle);
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source = self.origin + self.proj_ofs;
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dir=normalize(v_forward);
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traceline (source, source + dir*64, TRUE, self);
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// if (trace_fraction <1.0)
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// spawntestmarker(trace_endpos);
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}
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void warhammer_fire (string hitdir,vector ofs)
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{
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vector source;
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vector org,dir;
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float damg, inertia,force;
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makevectors (self.v_angle);
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source = self.origin + self.proj_ofs;
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// tracearea (self.origin, self.origin + v_forward*64*self.scale, '-16 -16 -14','16 16 14',FALSE, world);
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traceline (source, source + v_forward*64*self.scale + ofs, FALSE, self.goalentity);
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if(!trace_ent||trace_ent==self.goalentity)
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traceline (source, source + v_forward*64*self.scale + ofs-v_up*32, FALSE, self.goalentity);
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if(!trace_ent||trace_ent==self.goalentity)
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traceline (source, source + v_forward*64*self.scale + ofs+v_up*16, FALSE, self.goalentity);
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if (trace_fraction <1.0)//&&trace_ent!=firsttarg)
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{
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org = trace_endpos + (v_forward * 4);
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if (trace_ent.takedamage&&trace_ent!=self)
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{
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if(trace_ent.solid==SOLID_BSP||trace_ent.movetype==MOVETYPE_PUSH)
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inertia = 1000;
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else if(trace_ent.mass<=10)
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inertia=1;
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else
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inertia=trace_ent.mass/10;
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force=self.strength/40+0.5;
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self.goalentity=trace_ent;
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SpawnPuff (org, '0 0 0', 20,trace_ent);
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damg = random(15,25);
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org = trace_endpos + (v_forward * -1);
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if(!MetalHitSound(trace_ent.thingtype))
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{
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sound (self, CHAN_WEAPON, "weapons/gauntht1.wav", 1, ATTN_NORM);
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}
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if(hitdir=="top")
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{
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damg=damg*2;
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trace_ent.deathtype="hammercrush";
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}
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if(inertia<100)//don't move anything more than 1000 mass
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{
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dir =normalize(trace_ent.origin - self.origin)*damg*2;
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if(hitdir=="right")
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{
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dir=dir+normalize(v_right)*40;
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trace_ent.punchangle_y=6;
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}
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else if(hitdir=="left")
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{
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dir=dir-normalize(v_right)*40;
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trace_ent.punchangle_y=-6;
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}
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trace_ent.velocity = dir*(1/inertia)*force;
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if(trace_ent.movetype==MOVETYPE_FLY)
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{
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if(trace_ent.flags&FL_ONGROUND)
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trace_ent.velocity_z=175/inertia*force;
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}
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else
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trace_ent.velocity_z = 175/inertia*force;
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trace_ent.flags(-)FL_ONGROUND;
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}
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T_Damage (trace_ent, self, self, damg);
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}
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else if(ofs=='0 0 0')
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{ // hit wall, add sparks?
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sound (self, CHAN_WEAPON, "weapons/hitwall.wav", 1, ATTN_NORM);
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}
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}
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}
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void warhammer_idle(void)
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{
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self.th_weapon=warhammer_idle;
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self.weaponframe=$idle;
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}
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void warhammer_return (void)
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{
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self.th_weapon=warhammer_return;
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self.wfs = advanceweaponframe($Return1,$Return4);
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if (self.wfs==WF_CYCLE_WRAPPED)
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warhammer_idle();
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}
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void warhammer_deselect (void)
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{
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self.wfs = advanceweaponframe($Select9,$Select1);
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self.th_weapon=warhammer_deselect;
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if (self.wfs == WF_LAST_FRAME)
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W_SetCurrentAmmo();
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}
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void warhammer_select (void)
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{
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// Check to see if have warhammer
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// if(!self.?) warhammer_gone();
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self.th_weapon=warhammer_select;
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self.wfs = advanceweaponframe($Select1,$Select9);
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self.weaponmodel = "models/warhamer.mdl";
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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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warhammer_idle();
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}
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}
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void warhammer_c (void)
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{
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vector ofs;
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makevectors(self.v_angle);
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self.th_weapon=warhammer_c;
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self.wfs = advanceweaponframe($LtoR1,$LtoR11);
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if (self.weaponframe == $LtoR4)
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self.weaponframe+=3;
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if (self.weaponframe == $LtoR7)
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{
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//sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
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weapon_sound(self, "weapons/vorpswng.wav");
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self.goalentity=self;
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ofs=normalize(v_right)*30;
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warhammer_fire ("right",ofs);
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}
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else if (self.weaponframe == $LtoR8)
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warhammer_fire ("right",'0 0 0');
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else if (self.weaponframe == $LtoR9)
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{
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||
|
ofs=normalize(v_right)*-30;
|
||
|
warhammer_fire ("right",ofs);
|
||
|
}
|
||
|
|
||
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
||
|
warhammer_return();
|
||
|
}
|
||
|
|
||
|
void warhammer_b (void)
|
||
|
{
|
||
|
vector ofs;
|
||
|
makevectors(self.v_angle);
|
||
|
self.th_weapon=warhammer_b;
|
||
|
self.wfs = advanceweaponframe($RtoL1,$RtoL11);
|
||
|
if (self.weaponframe == $RtoL5)
|
||
|
{
|
||
|
//sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
|
||
|
weapon_sound(self, "weapons/vorpswng.wav");
|
||
|
self.goalentity=self;
|
||
|
ofs=normalize(v_right)*-30;
|
||
|
warhammer_fire ("left",ofs);
|
||
|
}
|
||
|
else if (self.weaponframe == $RtoL6)
|
||
|
warhammer_fire ("left",'0 0 0');
|
||
|
else if (self.weaponframe == $RtoL7)
|
||
|
{
|
||
|
ofs=normalize(v_right)*30;
|
||
|
warhammer_fire ("left",ofs);
|
||
|
}
|
||
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
||
|
warhammer_select();
|
||
|
}
|
||
|
|
||
|
void warhammer_a (void)
|
||
|
{
|
||
|
vector ofs;
|
||
|
makevectors(self.v_angle);
|
||
|
self.th_weapon=warhammer_a;
|
||
|
self.wfs = advanceweaponframe($Chop1,$Chop12);
|
||
|
if (self.weaponframe == $Chop7)
|
||
|
{
|
||
|
//sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
|
||
|
weapon_sound(self, "weapons/vorpswng.wav");
|
||
|
self.goalentity=self;
|
||
|
ofs=normalize(v_up)*30;
|
||
|
ofs+=normalize(v_right)*15;
|
||
|
warhammer_fire ("top",ofs);
|
||
|
}
|
||
|
else if (self.weaponframe == $Chop8)
|
||
|
warhammer_fire ("top",'0 0 0');
|
||
|
else if (self.weaponframe == $Chop9)
|
||
|
{
|
||
|
ofs=normalize(v_up)*-30;
|
||
|
warhammer_fire ("top",ofs);
|
||
|
}
|
||
|
|
||
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
||
|
warhammer_return();
|
||
|
}
|
||
|
|
||
|
void Cru_Wham_Fire (void)
|
||
|
{
|
||
|
float r;
|
||
|
if(self.artifact_active&ART_TOMEOFPOWER)
|
||
|
warhammer_throw();
|
||
|
else
|
||
|
{
|
||
|
self.attack_finished = time + .7; // Attack every .7 seconds
|
||
|
r = rint(random(1,3));
|
||
|
if (r==1)
|
||
|
warhammer_a();
|
||
|
else if (r==2)
|
||
|
warhammer_b();
|
||
|
else if (r==3)
|
||
|
warhammer_c();
|
||
|
}
|
||
|
}
|
||
|
|