hexen2-hw-hc/gib.hc

160 lines
3.8 KiB
C++

/*
* $Header: /HexenWorld/HCode/gib.hc 2 4/23/98 5:15p Mgummelt $
*/
vector() ChunkVelocity =
{
local vector v;
v = randomv('-210 -210 -210', '210 210 280');
return v;
};
void(vector space) CreateSpriteChunks =
{
local entity sprite;
sprite = spawn();
space = randomv(space);
setorigin (sprite, self.absmin + space);
if (self.thingtype==THINGTYPE_GLASS)
setmodel (sprite, "gfx/glass.spr");
else
setmodel (sprite, "gfx/stone.spr");
setsize (sprite, '0 0 0', '0 0 0');
sprite.movetype = MOVETYPE_BOUNCE;
sprite.solid = SOLID_NOT;
sprite.velocity = ChunkVelocity();
sprite.think = SUB_Remove;
sprite.ltime = time;
sprite.nextthink = time + 1 + random()*1;
};
void(vector space) CreateModelChunks =
{
local entity chunk;
local float final;
chunk = spawn();
space_x = space_x * random();
space_y = space_y * random();
space_z = space_z * random();
setorigin (chunk, self.absmin + space);
if (self.thingtype==THINGTYPE_GLASS)
{
final = random();
if (final<0.20)
setmodel (chunk, "models/shard1.mdl");
else if (final<0.40)
setmodel (chunk, "models/shard2.mdl");
else if (final<0.60)
setmodel (chunk, "models/shard3.mdl");
else if (final<0.80)
setmodel (chunk, "models/shard4.mdl");
else
setmodel (chunk, "models/shard5.mdl");
}
else if (self.thingtype==THINGTYPE_WOOD)
{
final = random();
if (final < 0.25)
setmodel (chunk, "models/splnter1.mdl");
else if (final < 0.50)
setmodel (chunk, "models/splnter2.mdl");
else if (final < 0.75)
setmodel (chunk, "models/splnter3.mdl");
else
setmodel (chunk, "models/splnter4.mdl");
}
else if (self.thingtype==THINGTYPE_METAL)
{
final = random();
if (final < 0.25)
setmodel (chunk, "models/metlchk1.mdl");
else if (final < 0.50)
setmodel (chunk, "models/metlchk2.mdl");
else if (final < 0.75)
setmodel (chunk, "models/metlchk3.mdl");
else
setmodel (chunk, "models/metlchk4.mdl");
}
else if (self.thingtype==THINGTYPE_FLESH)
{
final = random();
if (final < 0.33)
setmodel (chunk, "models/flesh1.mdl");
else if (final < 0.66)
setmodel (chunk, "models/flesh2.mdl");
else
setmodel (chunk, "models/flesh3.mdl");
}
else setmodel (chunk, "models/flesh1.mdl");
setsize (chunk, '0 0 0', '0 0 0');
chunk.movetype = MOVETYPE_BOUNCE;
chunk.solid = SOLID_NOT;
chunk.velocity = ChunkVelocity();
chunk.think = SUB_Remove;
chunk.avelocity_x = random()*1200;
chunk.avelocity_y = random()*1200;
chunk.avelocity_z = random()*1200;
chunk.ltime = time;
chunk.nextthink = time + 1 + random();
};
void () chunk_death =
{
local vector space;
local float holdcount,spritecount,chunkcount;
space = self.absmax - self.absmin;
holdcount = space_x + space_y + space_z;
spritecount = holdcount/8;
chunkcount = holdcount/16;
if (self.thingtype==THINGTYPE_GLASS)
sound (self, CHAN_VOICE, "raven/glassbrk.wav", 1, ATTN_NORM);
else if (self.thingtype==THINGTYPE_WOOD)
sound (self, CHAN_VOICE, "raven/woodbrk.wav", 1, ATTN_NORM);
else if ((self.thingtype==THINGTYPE_GREYSTONE) || (self.thingtype==THINGTYPE_BROWNSTONE)|| (self.thingtype==THINGTYPE_DIRT))
sound (self, CHAN_VOICE, "raven/wallbrk.wav", 1, ATTN_NORM);
else if (self.thingtype==THINGTYPE_METAL)
sound (self, CHAN_VOICE, "raven/metalbrk.wav", 1, ATTN_NORM);
else if (self.thingtype==THINGTYPE_FLESH)
sound (self, CHAN_VOICE, "raven/fleshbrk.wav", 1, ATTN_NORM);
else if (self.thingtype==THINGTYPE_CLOTH)
sound (self, CHAN_VOICE, "raven/clothbrk.wav", 1, ATTN_NORM);
else
sound (self, CHAN_VOICE, "raven/wallbrk.wav", 1, ATTN_NORM);
// FIXME: are we adding sprites to the deaths also???
// while (spritecount>0)
// {
// CreateSpriteChunks(space);
// spritecount = spritecount - 1;
// }
while (chunkcount>0)
{
CreateModelChunks(space);
chunkcount = chunkcount - 1;
}
SUB_UseTargets();
remove(self);
};