hexen2-hw-hc/assassin.hc

430 lines
10 KiB
C++

/*
* $Header: /HexenWorld/HCode/assassin.hc 1 2/04/98 1:59p Rjohnson $
*/
/*
==============================================================================
Q:\art\models\players\assassin\newfinal\assassin.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\players\assassin\newfinal
$origin 0 0 0
$base BASE Skin
$skin Skin
$flags 0
//
$frame attdag1 attdag2 attdag3 attdag4 attdag5
$frame attdag6 attdag7 attdag8 attdag9 attdag10
$frame attdag11
//
$frame attstf1 attstf2 attstf3 attstf4
//
$frame attxbw1 attxbw2 attxbw3 attxbw4
//
$frame crouch1 crouch2 crouch3 crouch4 crouch5
$frame crouch6 crouch7 crouch8 crouch9 crouch10
$frame crouch11 crouch12 crouch13 crouch14 crouch15
$frame crouch16 crouch17 crouch18 crouch19 crouch20
//
$frame death1 death2 death3 death4 death5
$frame death6 death7 death8 death9 death10
$frame death11 death12 death13 death14 death15
$frame death16 death17 death18 death19 death20
//
$frame decap1 decap2 decap3 decap4 decap5
$frame decap6 decap7 decap8 decap9 decap10
$frame decap11 decap12 decap13 decap14 decap15
$frame decap16 decap17 decap18 decap19 decap20
$frame decap21 decap22 decap23 decap24 decap25
$frame decap26 decap27 decap28
//
$frame flydag1 flydag2 flydag3 flydag4 flydag5
$frame flydag6 flydag7 flydag8 flydag9 flydag10
$frame flydag11 flydag12 flydag13 flydag14 flydag15
//
$frame flystf1 flystf2 flystf3 flystf4 flystf5
$frame flystf6 flystf7 flystf8 flystf9 flystf10
$frame flystf11 flystf12 flystf13 flystf14 flystf15
//
$frame flyxbw1 flyxbw2 flyxbw3 flyxbw4 flyxbw5
$frame flyxbw6 flyxbw7 flyxbw8 flyxbw9 flyxbw10
$frame flyxbw11 flyxbw12 flyxbw13 flyxbw14 flyxbw15
//
$frame jump1 jump2 jump3 jump4 jump5
$frame jump6 jump7 jump8 jump9 jump10
$frame jump11 jump12
//
$frame paindag1 paindag2 paindag3 paindag4 paindag5
$frame paindag6 paindag7
//
$frame painstf1 painstf2 painstf3 painstf4 painstf5
$frame painstf6 painstf7
//
$frame painxbw1 painxbw2 painxbw3 painxbw4 painxbw5
$frame painxbw6 painxbw7
//
$frame rundag1 rundag2 rundag3 rundag4 rundag5
$frame rundag6 rundag7 rundag8 rundag9 rundag10
$frame rundag11 rundag12
//
$frame runstf1 runstf2 runstf3 runstf4 runstf5
$frame runstf6 runstf7 runstf8 runstf9 runstf10
$frame runstf11 runstf12
//
$frame runxbw1 runxbw2 runxbw3 runxbw4 runxbw5
$frame runxbw6 runxbw7 runxbw8 runxbw9 runxbw10
$frame runxbw11 runxbw12
//
$frame stddag1 stddag2 stddag3 stddag4 stddag5
$frame stddag6 stddag7 stddag8 stddag9 stddag10
$frame stddag11 stddag12 stddag13
//
$frame stdstf1 stdstf2 stdstf3 stdstf4 stdstf5
$frame stdstf6 stdstf7 stdstf8 stdstf9 stdstf10
$frame stdstf11 stdstf12 stdstf13
//
$frame stdxbw1 stdxbw2 stdxbw3 stdxbw4 stdxbw5
$frame stdxbw6 stdxbw7 stdxbw8 stdxbw9 stdxbw10
$frame stdxbw11 stdxbw12 stdxbw13
/*--------------------------
ACTUAL (UNIQUE TO CLASS) PLAYER CODE
----------------------------*/
void() player_assassin_run;
void() player_assassin_crouch_stand;
void() player_assassin_crouch_move;
void() player_assassin_stand;
float test_array [2] =
{
1, 2
};
void() player_assassin_jump=[++ test_array[1] .. test_array[2] ]
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_assassin_swim =
{
if(self.viewentity==self)
self.th_weapon();
if(self.waterlevel<3)
if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
else
self.think=self.th_stand;
};
void() player_assassin_hands_swim =[++$flydag1..$flydag15]
{
player_assassin_swim();
};
void() player_assassin_staff_swim =[++$flystf1..$flystf15]
{
player_assassin_swim();
};
void() player_assassin_xbow_swim =[++$flyxbw1..$flyxbw15]
{
player_assassin_swim();
};
void() player_assassin_fly =
{
if(self.viewentity==self)
self.th_weapon();
if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype!=MOVETYPE_FLY)
if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
else
self.think=self.th_stand;
};
void() player_assassin_hands_fly =[++$flydag1..$flydag15]
{
player_assassin_fly();
};
void() player_assassin_staff_fly =[++$flystf1..$flystf15]
{
player_assassin_fly();
};
void() player_assassin_xbow_fly =[++$flyxbw1..$flyxbw15]
{
player_assassin_fly();
};
void() player_assassin_stand =
{
if(self.viewentity==self)
self.th_weapon();
if(self.hull==HULL_CROUCH)
self.think=player_assassin_crouch_stand;
else if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
};
void() player_assassin_hands_stand =[++$stddag1..$stddag13]
{
player_assassin_stand();
};
void() player_assassin_staff_stand =[++$stdstf1..$stdstf13]
{
player_assassin_stand();
};
void() player_assassin_xbow_stand =[++$stdxbw1..$stdxbw13]
{
player_assassin_stand();
};
void() player_assassin_run =
{
if(self.viewentity==self)
self.th_weapon();
if(self.hull==HULL_CROUCH)
self.think=player_assassin_crouch_move;
else if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if (!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
};
void() player_assassin_hands_run =[++$rundag1..$rundag12]
{
player_assassin_run();
};
void() player_assassin_staff_run =[++$runstf1..$runstf12]
{
player_assassin_run();
};
void() player_assassin_xbow_run =[++$runxbw1..$runxbw12]
{
player_assassin_run();
};
void() player_assassin_crouch_stand =
{
if(self.viewentity==self)
self.th_weapon();
if(self.frame>$crouch20 || self.frame<$crouch1)
self.frame=$crouch1;
if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if(self.hull==HULL_PLAYER)
self.think=self.th_stand;
else if (self.velocity_x || self.velocity_y)
self.think=player_assassin_crouch_move;
thinktime self : HX_FRAME_TIME;
};
void() player_assassin_crouch_move =[++$crouch1..$crouch20]
{
if(self.viewentity==self)
self.th_weapon();
if(self.movetype==MOVETYPE_FLY)
self.think=player_assassin_fly;
else if(self.hull==HULL_PLAYER)
self.think=self.th_run;
else if (!self.velocity_x && !self.velocity_y)
self.think=player_assassin_crouch_stand;
};
void() player_assassin_attack=
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped&&!self.button0)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_assassin_hands_attack=[++$attdag1..$attdag11]
{
player_assassin_attack();
};
void() player_assassin_xbow_attack=[++$attxbw1..$attxbw4]
{
player_assassin_attack();
};
void() player_assassin_staff_attack=[++$attstf1..$attstf4]
{
player_assassin_attack();
};
void() player_assassin_pain=
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_assassin_hands_pain =[++$paindag1..$paindag7]
{
if(self.frame==$paindag1)
PainSound();
player_assassin_pain();
};
void() player_assassin_staff_pain =[++$painstf1..$painstf7]
{
if(self.frame==$painstf1)
PainSound();
player_assassin_pain();
};
void() player_assassin_xbow_pain =[++$painxbw1..$painxbw7]
{
if(self.frame==$painxbw1)
PainSound();
player_assassin_pain();
};
void() player_assassin_die1=[++$death1..$death20]
{
if(cycle_wrapped)
{
self.frame=$death20;
self.think=PlayerDead;
}
};
void() player_assassin_die2=[++$death1..$death20]
{
if(cycle_wrapped)
{
self.frame=$death20;
self.think=PlayerDead;
}
};
void() player_assassin_behead =
{
self.level=$decap1;
self.dmg=$decap28;
self.cnt=0;
player_behead();
};
void Ass_Change_Weapon (void)
{
if(self.weapon==IT_WEAPON1||self.weapon==IT_WEAPON3)
{
self.th_stand=player_assassin_hands_stand;
if(self.weapon==IT_WEAPON3)
self.th_missile=grenade_throw;
else
self.th_missile=Ass_Pdgr_Fire;
self.th_run=player_assassin_hands_run;
self.th_pain=player_assassin_hands_pain;
self.th_swim=player_assassin_hands_swim;
self.th_fly=player_assassin_hands_fly;
}
else if(self.weapon==IT_WEAPON4)
{
self.th_stand=player_assassin_staff_stand;
self.th_missile=ass_setstaff_fire;
self.th_run=player_assassin_staff_run;
self.th_pain=player_assassin_staff_pain;
self.th_swim=player_assassin_staff_swim;
self.th_fly=player_assassin_staff_fly;
}
else
{
self.th_stand=player_assassin_xbow_stand;
self.th_missile=crossbow_fire;
self.th_run=player_assassin_xbow_run;
self.th_pain=player_assassin_xbow_pain;
self.th_swim=player_assassin_xbow_swim;
self.th_fly=player_assassin_xbow_fly;
}
if(self.hull!=HULL_CROUCH)
self.think=self.th_stand;
}
/*
void assassin_spurt ()
{
makevectors(self.angles);
SpawnPuff (self.origin+'0 0 56'+v_forward*12, '0 0 35',5,self);
thinktime self : 1;
}
void assassin_hurt(void)
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage=DAMAGE_YES;
self.flags2(+)FL_ALIVE;
self.thingtype=THINGTYPE_FLESH;
self.frame=$painstf4;
self.colormap=187;
setmodel (self, "models/assassin.mdl");
setsize (self, '-16 -16 0', '16 16 200');
self.hull=HULL_POINT;
self.health = self.max_health=2000;
self.mass = 2000;
self.drawflags(+)MLS_ABSLIGHT;
self.abslight=0.5;
}
*/