hexen2-hw-hc/weapons.hc
1999-01-27 00:00:00 +00:00

1265 lines
23 KiB
C++

/*
* $Header: /HexenWorld/HCode/Weapons.hc 8 3/29/98 10:04p Rmidthun $
*/
/*
*/
void (entity targ, entity inflictor, entity attacker, float damage) T_Damage;
void(entity bomb, entity attacker, float rad, entity ignore) T_RadiusDamage;
void(vector org, vector vel, float damage,entity victim) SpawnPuff;
void() UseInventoryItem;
void() ImpulseCommands;
//============================================================================
vector() wall_velocity =
{
local vector vel;
vel = normalize (self.velocity);
vel = normalize(vel + v_up*random(-0.5,0.5) + v_right*random(-0.5,0.5));
vel = vel + 2*trace_plane_normal;
vel = vel * 200;
return vel;
};
/*
================
spawn_touchpuff
================
*/
void(float damage,entity victim) spawn_touchpuff =
{
vector vel;
vel = wall_velocity () * 0.2;
SpawnPuff (self.origin + vel*0.01, vel, damage,victim);
};
void BecomeExplosion (float explodetype)
{
if (explodetype)
{
if(explodetype==CE_FLOOR_EXPLOSION)
starteffect(CE_FLOOR_EXPLOSION , self.origin+'0 0 64');
else
starteffect(explodetype , self.origin);
}
else
{
if(self.classname=="acidblob")
starteffect(CE_ACID_EXPL,self.origin - self.movedir*8,'0 0 0',HX_FRAME_TIME*2);
else if (self.flags2&FL_SMALL)
starteffect(CE_SM_EXPLOSION , self.origin);
else if(self.flags&FL_ONGROUND)
starteffect(CE_FLOOR_EXPLOSION , self.origin+'0 0 64');
else
starteffect(CE_LG_EXPLOSION , self.origin);
}
if(self.classname=="multigrenade")
{//Let sounds play here
self.effects=EF_NODRAW;
self.velocity='0 0 0';
self.movetype=MOVETYPE_NONE;
self.think=SUB_Remove;
thinktime self : 3;
}
else
remove(self);
}
void() T_MissileTouch =
{
float damg;
// vector delta; // Quantis never crashes
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = random(100,120);
if(self.classname=="dragonspike")
damg=damg * 0.25;
else if(self.classname=="dragonball")
damg=damg * 0.5;
else if (self.classname == "mummymissile")
damg = random(5,15);
if (other.health)
{
T_Damage (other, self, self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
if(self.classname=="dragonspike")
T_RadiusDamage (self, self.owner, 60, other);
else if ((self.classname=="mummymissile") || (self.classname=="green_arrow") || (self.classname=="red_arrow"))
damg = damg; // No radius damage
else
T_RadiusDamage (self, self.owner, 120, other);
// sound (self, CHAN_WEAPON, "weapons/explode.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
BecomeExplosion (FALSE);
};
//=============================================================================
//=============================================================================
void() spike_touch;
//void() superspike_touch;
/*
===============
launch_spike
===============
*/
void(vector org, vector dir) launch_spike =
{
newmis = spawn ();
newmis.owner = self;
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.angles = vectoangles(dir);
newmis.touch = spike_touch;
newmis.classname = "spike";
newmis.think = SUB_Remove;
newmis.nextthink = time + 6;
setmodel (newmis, "models/spike.mdl");
setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
setorigin (newmis, org);
newmis.velocity = dir * 1000;
};
void() spike_touch =
{
//float rand;
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchpuff (9,other);
T_Damage (other, self, self.owner, 9);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
if (self.classname == "wizspike")
WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
else if (self.classname == "knightspike")
WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
else
WriteByte (MSG_BROADCAST, TE_SPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
remove(self);
};
/*void() superspike_touch =
{
local float rand;
if (other == self.owner)
return;
if (other.solid == SOLID_TRIGGER)
return; // trigger field, do nothing
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
// hit something that bleeds
if (other.takedamage)
{
spawn_touchpuff (18,other);
T_Damage (other, self, self.owner, 18);
}
else
{
WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);
}
remove(self);
};*/
/*
===============================================================================
PLAYER WEAPON USE
===============================================================================
*/
void() Nec_Change_Weapon;
void() Pal_Change_Weapon;
void() Cru_Change_Weapon;
void() Ass_Change_Weapon;
void() Suc_Change_Weapon;
void W_SetCurrentAmmo (void)
{
if(self.sheep_time>time)
return;
wp_deselect = 0;
self.button0=FALSE;
// attck_cnt=0;
if (self.oldweapon==self.weapon) // Until we get multi skinned weapons
return;
if(self.attack_finished<time)
self.attack_finished=time;
switch (self.weapon)
{
case IT_WEAPON1:
self.weaponmodel="";
self.weaponframe = 0;
switch(self.playerclass)
{
case CLASS_PALADIN:
gauntlet_select();
break;
case CLASS_CRUSADER:
warhammer_select();
break;
case CLASS_NECROMANCER:
sickle_select();
break;
case CLASS_SUCCUBUS:
bloodrain_select();
break;
default: //CLASS_ASSASSIN
punchdagger_select();
break;
}
break;
case IT_WEAPON2:
self.weaponmodel="";
self.weaponframe = 0;
switch(self.playerclass)
{
case CLASS_PALADIN:
vorpal_select();
break;
case CLASS_CRUSADER:
icestaff_select();
break;
case CLASS_NECROMANCER:
if(self.oldweapon!=IT_WEAPON3)
magicmis_select();
else
magicmis_select_from_bone();
break;
case CLASS_SUCCUBUS:
acidorb_select();
break;
default: //CLASS_ASSASSIN
crossbow_select();
break;
}
break;
case IT_WEAPON3:
self.weaponmodel="";
self.weaponframe = 0;
switch(self.playerclass)
{
case CLASS_PALADIN:
axe_select();
break;
case CLASS_CRUSADER:
meteor_select();
break;
case CLASS_NECROMANCER:
if(self.oldweapon!=IT_WEAPON2)
boneshard_select();
else
boneshard_select_from_mmis();
break;
case CLASS_SUCCUBUS:
flameorb_select();
break;
default: //CLASS_ASSASSIN
grenade_select();
break;
}
break;
case IT_WEAPON4:
self.weaponmodel="";
self.weaponframe = 0;
switch(self.playerclass)
{
case CLASS_PALADIN:
purifier_select();
break;
case CLASS_CRUSADER:
sunstaff_select();
break;
case CLASS_NECROMANCER:
ravenstaff_select();
break;
case CLASS_SUCCUBUS:
lightning_select();
break;
default: //CLASS_ASSASSIN
setstaff_select();
break;
}
break;
}
//All players will have to do this eventually, to reset
//the stand, pain, run & fly functions for the different weapons
//if(self.weapon!=self.oldweapon)
{
switch (self.playerclass)
{
case CLASS_PALADIN:
Pal_Change_Weapon();
break;
case CLASS_CRUSADER:
Cru_Change_Weapon();
break;
case CLASS_NECROMANCER:
Nec_Change_Weapon();
break;
case CLASS_SUCCUBUS:
Suc_Change_Weapon();
break;
default: //CLASS_ASSASSIN:
Ass_Change_Weapon();
break;
}
if(self.hull!=HULL_CROUCH)
self.act_state=ACT_STAND;
}
/* if (self.flags2&FL_CAMERA_VIEW)
{ // FIXME - couldn't this use oldweapon??? rather than lastweapon
self.lastweapon=self.weaponmodel;
self.weaponmodel="";
}
*/
if(self.flags2&FL_SUMMONED&&self.weapon!=IT_WEAPON3)
{
self.flags2(-)FL_SUMMONED;
self.effects(-)EF_DARKLIGHT;
}
// if (self.deselect_time < time)
self.oldweapon=self.weapon;
}
float W_CheckNoAmmo (float check_weapon)
{
if (check_weapon == IT_WEAPON1)
return TRUE;
switch (self.playerclass)
{
case CLASS_ASSASSIN:
switch (check_weapon)
{
case IT_WEAPON4:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 30 && self.greenmana >= 30)
return TRUE;
}
else if(self.bluemana >= 1 && self.greenmana >= 1)
return TRUE;
break;
case IT_WEAPON3:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.greenmana >= 12)
return TRUE;
}
else if(self.greenmana >= 3)
return TRUE;
break;
case IT_WEAPON2:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 10)
return TRUE;
}
else if(self.bluemana >= 3)
return TRUE;
break;
}
break;
case CLASS_SUCCUBUS:
switch (check_weapon)
{
case IT_WEAPON4:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 4 && self.greenmana >= 4)
return TRUE;
}
else if(self.bluemana >= 6 && self.greenmana >= 6)
return TRUE;
break;
case IT_WEAPON3:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.greenmana >= 10)
return TRUE;
}
else if(self.greenmana >= 4)
return TRUE;
break;
case IT_WEAPON2:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 8)
return TRUE;
}
else if(self.bluemana >= 3)
return TRUE;
break;
}
break;
case CLASS_CRUSADER:
switch (check_weapon)
{
case IT_WEAPON4:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.greenmana >= 35 && self.bluemana >= 35)
return TRUE;
self.effects(-)EF_BRIGHTLIGHT;
}
else if(self.bluemana >= 2 && self.greenmana >= 2)
return TRUE;
self.effects(-)EF_BRIGHTLIGHT;
break;
case IT_WEAPON3:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.greenmana >= 20)
return TRUE;
}
else if(self.greenmana >= 8)
return TRUE;
break;
case IT_WEAPON2:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 10)
return TRUE;
}
else if(self.bluemana >= 1)
return TRUE;
break;
}
break;
case CLASS_NECROMANCER:
switch (check_weapon)
{
case IT_WEAPON4:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 16 && self.greenmana >= 16)
return TRUE;
}
else if(self.bluemana >= 8 && self.greenmana >= 8)
return TRUE;
break;
case IT_WEAPON3:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.greenmana >= 20)
return TRUE;
}
else if(self.greenmana >= 1)
return TRUE;
break;
case IT_WEAPON2:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 10)
return TRUE;
}
else if(self.bluemana >= 2)
return TRUE;
break;
}
break;
case CLASS_PALADIN:
switch (check_weapon)
{
case IT_WEAPON4:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 8 && self.greenmana >= 8)
return TRUE;
}
else if(self.bluemana >= 2 && self.greenmana >= 2)
return TRUE;
break;
case IT_WEAPON3:
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.greenmana >= 8)
return TRUE;
}
else if(self.greenmana >= 2)
return TRUE;
break;
case IT_WEAPON2:
/* if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.bluemana >= 4)
return TRUE;
}
else if(self.bluemana >= 2)
return TRUE;*/
return TRUE;
break;
}
break;
default:
dprintf("Unknown class: %s!\n",self.playerclass);
break;
}
return FALSE;
}
//=========================
// W_BestWeapon : choose the most powerful weapon the player has ammo for
//=========================
void() W_BestWeapon =
{
if (W_CheckNoAmmo (IT_WEAPON4) && (self.items & IT_WEAPON4))
self.weapon = IT_WEAPON4;
else if (W_CheckNoAmmo (IT_WEAPON3) && (self.items & IT_WEAPON3))
self.weapon = IT_WEAPON3;
else if (W_CheckNoAmmo (IT_WEAPON2) && (self.items & IT_WEAPON2))
self.weapon = IT_WEAPON2;
else self.weapon = IT_WEAPON1;
/*float test_weapon;
test_weapon = IT_WEAPON4;
while((!W_CheckNoAmmo (test_weapon)||(!self.items&test_weapon)))
{
if(test_weapon==IT_WEAPON2)
test_weapon=IT_WEAPON1;
else
test_weapon -= 1;
}
self.weapon=test_weapon; */
/*
test_weapon = IT_WEAPON4;
while((!W_CheckNoAmmo (test_weapon)||(!self.items&test_weapon)))
{
if(test_weapon==IT_WEAPON2)
test_weapon=IT_WEAPON1;
else
test_weapon/=2;
}
self.weapon=test_weapon; */
};
/*
============
W_Attack
An attack impulse can be triggered now
============
*/
void()player_sheep_baa;
void() W_Attack =
{
if (!W_CheckNoAmmo (self.weapon))
{
W_BestWeapon ();
W_SetCurrentWeapon ();
return;
}
if(self.attack_finished>time)
return;
if(self.sheep_time>time)
{
player_sheep_baa();
return;
}
if(self.viewentity!=self&&self.viewentity.classname!="chasecam")
return;
self.show_hostile = time + 1; // wake monsters up
self.last_attack=time; //In attack state
if(self.hull==HULL_PLAYER)
self.act_state=ACT_ATTACK;
else
self.act_state=ACT_CROUCH_MOVE;
switch (self.weapon)
{
case IT_WEAPON1:
switch (self.playerclass)
{
case CLASS_PALADIN:
pal_gauntlet_fire();
break;
case CLASS_NECROMANCER:
self.th_missile();
break;
case CLASS_ASSASSIN:
Ass_Pdgr_Fire();
break;
case CLASS_CRUSADER:
Cru_Wham_Fire();
break;
case CLASS_SUCCUBUS:
Suc_Blrn_Fire();
break;
}
break;
case IT_WEAPON2:
switch (self.playerclass)
{
case CLASS_PALADIN:
pal_vorpal_fire();
break;
case CLASS_ASSASSIN:
crossbow_fire();
break;
case CLASS_SUCCUBUS:
Suc_Aorb_Fire();
break;
case CLASS_CRUSADER:
if(self.th_weapon==icestaff_idle)
Cru_Ice_Fire();
break;
case CLASS_NECROMANCER:
self.th_missile();
break;
}
break;
case IT_WEAPON3:
switch (self.playerclass)
{
case CLASS_PALADIN:
pal_axe_fire();
break;
case CLASS_ASSASSIN:
grenade_throw();
break;
case CLASS_SUCCUBUS:
Suc_Forb_Fire();
break;
case CLASS_CRUSADER:
Cru_Met_Attack();
break;
case CLASS_NECROMANCER:
self.th_missile();
break;
}
break;
case IT_WEAPON4:
switch (self.playerclass)
{
case CLASS_PALADIN:
pal_purifier_fire();
break;
case CLASS_ASSASSIN:
ass_setstaff_fire();
break;
case CLASS_CRUSADER:
Cru_Sun_Fire();
break;
case CLASS_NECROMANCER:
ravenstaff_fire();
break;
case CLASS_SUCCUBUS:
Suc_Litn_Fire();
break;
}
break;
}
};
void W_DeselectWeapon (void)
{
wp_deselect = 1;
switch (self.oldweapon)
{
case IT_WEAPON1:
switch (self.playerclass)
{
case CLASS_PALADIN:
gauntlet_deselect();
break;
case CLASS_CRUSADER:
warhammer_deselect();
break;
case CLASS_ASSASSIN:
punchdagger_deselect();
break;
case CLASS_SUCCUBUS:
bloodrain_deselect();
break;
case CLASS_NECROMANCER:
sickle_deselect();
break;
}
break;
case IT_WEAPON2:
switch (self.playerclass)
{
case CLASS_PALADIN:
vorpal_deselect();
break;
case CLASS_CRUSADER:
icestaff_deselect();
break;
case CLASS_ASSASSIN:
crossbow_deselect();
break;
case CLASS_SUCCUBUS:
acidorb_deselect();
break;
case CLASS_NECROMANCER:
if(self.weapon!=IT_WEAPON3)
magicmis_deselect();
else
W_SetCurrentAmmo();
break;
}
break;
case IT_WEAPON3:
switch (self.playerclass)
{
case CLASS_PALADIN:
axe_deselect();
break;
case CLASS_CRUSADER:
meteor_deselect();
break;
case CLASS_ASSASSIN:
grenade_deselect();
break;
case CLASS_NECROMANCER:
if(self.weapon!=IT_WEAPON2)
boneshard_deselect();
else
W_SetCurrentAmmo();
break;
case CLASS_SUCCUBUS:
flameorb_deselect();
break;
}
break;
case IT_WEAPON4:
switch (self.playerclass)
{
case CLASS_PALADIN:
purifier_deselect();
break;
case CLASS_CRUSADER:
sunstaff_deselect();
break;
case CLASS_ASSASSIN:
setstaff_deselect();
break;
case CLASS_NECROMANCER:
ravenstaff_deselect();
break;
case CLASS_SUCCUBUS:
lightning_deselect();
break;
}
break;
default:
W_SetCurrentAmmo();
break;
}
}
/*
============
W_ChangeWeapon
============
*/
void() W_ChangeWeapon =
{
if(self.sheep_time>time)
{
return;
}
if(self.viewentity!=self&&self.viewentity.classname!="chasecam")
{
return;
}
if(self.attack_finished>time)
{
return;
}
float it, am, fl;
it = self.items;
am = 0;
switch (self.impulse)
{
case 1:
fl = IT_WEAPON1;
break;
case 2:
fl = IT_WEAPON2;
break;
case 3:
fl = IT_WEAPON3;
if (self.bluemana < 2)
am = 1;
break;
case 4:
fl = IT_WEAPON4;
if ((self.bluemana < 1) && (self.greenmana <1))
am = 1;
break;
}
self.impulse = 0;
if (!(self.items & fl))
{
sprinti (self, PRINT_MEDIUM,STR_NOCARRYWEAPON);
return;
}
if(!W_CheckNoAmmo(fl))
{
sprinti (self, PRINT_MEDIUM,STR_NOTENOUGHMANA);
return;
}
//
// set weapon, set ammo
//
self.oldweapon=self.weapon;//for deselection animation
self.weapon = fl;
W_SetCurrentWeapon ();
};
/*
============
CheatCommand
============
*/
void() CheatCommand =
{
if(deathmatch||coop||skill>2)
return;
self.items(+)IT_WEAPON1|IT_WEAPON2|IT_WEAPON3|IT_WEAPON4|IT_WEAPON4_1|IT_WEAPON4_2;
self.bluemana = self.max_mana;
self.greenmana = self.max_mana;
self.impulse = 0;
/*
if(self.attack_finished<time)
{
self.oldweapon = self.weapon;
self.weapon = IT_WEAPON4;
W_SetCurrentWeapon ();
}
*/
};
/*
============
CycleWeaponCommand
Go to the next weapon with ammo
============
*/
void() CycleWeaponCommand =
{
float it, am;
if(self.attack_finished>time)
return;
self.impulse = 0;
self.items (+) IT_WEAPON1;
it = self.items;
while (1)
{
am = 0;
switch (self.weapon)
{
case IT_WEAPON4:
self.weapon = IT_WEAPON1;
break;
case IT_WEAPON1:
self.weapon = IT_WEAPON2;
if (self.bluemana < 1)
{
if (self.playerclass != CLASS_PALADIN)
am = 1;
}
break;
case IT_WEAPON2:
self.weapon = IT_WEAPON3;
if (self.greenmana < 1)
am = 1;
break;
case IT_WEAPON3:
self.weapon = IT_WEAPON4;
if ((self.bluemana < 1) || (self.greenmana<1))
am = 1;
break;
}
if ((it & self.weapon) && am == 0)
{
W_SetCurrentWeapon ();
return;
}
}
};
/*
============
CycleWeaponReverseCommand
Go to the prev weapon with ammo
============
*/
void() CycleWeaponReverseCommand =
{
local float it, am;
it = self.items;
self.impulse = 0;
while (1)
{
am = 0;
switch (self.weapon)
{
case IT_WEAPON4:
self.weapon = IT_WEAPON3;
if (self.greenmana < 1)
am = 1;
break;
case IT_WEAPON3:
self.weapon = IT_WEAPON2;
break;
case IT_WEAPON2:
self.weapon = IT_WEAPON1;
break;
case IT_WEAPON1:
self.weapon = IT_WEAPON4;
if ((self.bluemana < 1) && (self.greenmana<1))
am = 1;
break;
}
if ( (it & self.weapon) && am == 0)
{
W_SetCurrentWeapon ();
return;
}
}
};
/*
============
ServerflagsCommand
Just for development
============
*/
void() ServerflagsCommand =
{
serverflags = serverflags * 2 + 1;
};
/*
============
W_WeaponFrame
Called every frame so impulse events can be handled as well as possible
============
*/
void() W_WeaponFrame =
{
ImpulseCommands ();
if (time < self.attack_finished)
return;
// check for attack
if (self.button0)
{
W_Attack ();
}
};
/*
========
ClassChangeWeapon - Player is changing class so change weapon model to match. Called from C code
========
*/
void ClassChangeWeapon(void)
{
self.drawflags(-)MLS_ABSLIGHT|DRF_TRANSLUCENT;
if(self.sheep_time>time)
return;
self.weaponframe = 0;
if (self.playerclass==CLASS_PALADIN)
{
switch (self.weapon)
{
case IT_WEAPON1:
self.th_weapon=gauntlet_select;
self.weaponmodel = "models/gauntlet.mdl";
break;
case IT_WEAPON2:
self.th_weapon=vorpal_select;
self.weaponmodel = "models/vorpal.mdl";
break;
case IT_WEAPON3:
self.th_weapon=axe_select;
self.weaponmodel = "models/axe.mdl";
break;
case IT_WEAPON4:
self.th_weapon=purifier_select;
self.weaponmodel = "models/purifier.mdl";
break;
}
}
else if (self.playerclass==CLASS_CRUSADER)
{
switch (self.weapon)
{
case IT_WEAPON1:
self.th_weapon=warhammer_select;
self.weaponmodel = "models/warhamer.mdl";
break;
case IT_WEAPON2:
self.th_weapon=icestaff_select;
self.weaponmodel = "models/icestaff.mdl";
break;
case IT_WEAPON3:
self.th_weapon=meteor_select;
self.weaponmodel = "models/meteor.mdl";
break;
case IT_WEAPON4:
self.th_weapon=sunstaff_select;
self.weaponmodel = "models/sunstaff.mdl";
break;
}
}
else if (self.playerclass==CLASS_NECROMANCER)
{
switch (self.weapon)
{
case IT_WEAPON1:
self.th_weapon=sickle_select;
self.weaponmodel = "models/sickle.mdl";
break;
case IT_WEAPON2:
self.th_weapon=sickle_select;
self.weaponmodel = "models/spllbook.mdl"; // FIXME: still need these models
break;
case IT_WEAPON3:
self.th_weapon=sickle_select;
self.weaponmodel = "models/spllbook.mdl";
break;
case IT_WEAPON4:
self.th_weapon=ravenstaff_select;
self.weaponmodel = "models/ravenstf.mdl";
break;
}
}
else if (self.playerclass==CLASS_ASSASSIN)
{
switch (self.weapon)
{
case IT_WEAPON1:
self.th_weapon=punchdagger_select;
self.weaponmodel = "models/punchdgr.mdl";
break;
case IT_WEAPON2:
self.th_weapon=crossbow_select;
self.weaponmodel = "models/crossbow.mdl";
break;
case IT_WEAPON3:
self.th_weapon=grenade_select;
self.weaponmodel = "models/v_assgr.mdl";
break;
case IT_WEAPON4:
self.th_weapon=setstaff_select;
self.weaponmodel = "models/scarabst.mdl";
break;
}
}
else if (self.playerclass==CLASS_SUCCUBUS)
{
switch (self.weapon)
{
case IT_WEAPON1:
self.th_weapon=bloodrain_select;
self.weaponmodel = "models/sucwp1.mdl";
break;
case IT_WEAPON2:
self.th_weapon=acidorb_select;
self.weaponmodel = "models/sucwp2.mdl";
break;
case IT_WEAPON3:
self.th_weapon=flameorb_select;
self.weaponmodel = "models/sucwp3.mdl";
break;
case IT_WEAPON4:
self.th_weapon=lightning_select;
self.weaponmodel = "models/sucwp4.mdl";
break;
}
}
//FIXME: take off all timed effects, lighting tinting, drawflags,
// power-ups, etc. Reset max health, abilities, etc.
SetModelAndThinks();
self.act_state=ACT_STAND;
}
void W_SetCurrentWeapon (void)
{
if(self.attack_finished>time)
{
return;
}
if(self.sheep_time>time)
{
return;
}
self.button0=FALSE;
// attck_cnt=0;
if (self.oldweapon==self.weapon) // Until we get multi skinned weapons
{
if(tomeMode == 1)
{
if(self.artifact_active & ART_TOMEOFPOWER)
{
self.artifact_active(-)ART_TOMEOFPOWER;
self.tome_time = 0;
}
else
{
self.artifact_active(+)ART_TOMEOFPOWER;
self.tome_time = time + 1200000; // arbitrary fairly large number
}
}
if(tomeMode == 2)
{
if(self.poweredFlags & self.weapon)
{
if(self.artifact_active & ART_TOMEOFPOWER)
{
self.artifact_active(-)ART_TOMEOFPOWER;
self.tome_time = 0;
}
else
{
self.artifact_active(+)ART_TOMEOFPOWER;
self.tome_time = time + 1200000; // arbitrary fairly large number
}
}
}
return;
}
if(tomeMode == 2)
{
self.artifact_active(-)ART_TOMEOFPOWER;
self.tome_time = 0;
}
self.attack_finished=time + 999;
W_DeselectWeapon ();
}