hexen2-portals-hc/axe.hc
1998-04-03 00:00:00 +00:00

256 lines
5.5 KiB
C++

/*
* $Header: /H2 Mission Pack/HCode/axe.hc 3 3/23/98 1:15p Mgummelt $
*/
/*
==============================================================================
Q:\art\models\weapons\axe\final\axe.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\weapons\axe\final
$origin 10 -10 10
$base BASE skin
$skin skin
$flags 0
$frame AxeRoot1
$frame 1stAxe1 1stAxe2 1stAxe3 1stAxe4 1stAxe5
$frame 1stAxe6 1stAxe7 1stAxe8
$frame 1stAxe11 1stAxe12 1stAxe14
$frame 1stAxe15 1stAxe17 1stAxe18
$frame 1stAxe21 1stAxe22 1stAxe23
$frame 1stAxe25 1stAxe27
float AXE_DAMAGE = 24;
float AXE_ADD_DAMAGE = 6;
void() T_PhaseMissileTouch;
void axeblade_gone(void)
{
stopSound(self,CHAN_VOICE);
stopSound(self,CHAN_WEAPON);
//sound (self, CHAN_VOICE, "misc/null.wav", 1, ATTN_NORM);
//sound (self, CHAN_WEAPON, "misc/null.wav", 1, ATTN_NORM);
if (self.skin==0)
CreateLittleWhiteFlash(self.origin);
else
CreateLittleBlueFlash(self.origin);
remove(self.goalentity);
remove(self);
}
void axeblade_run (void) [ ++ 0 .. 5]
{
//dvanceFrame(0,5);
if (self.lifetime < time)
axeblade_gone();
}
void axetail_run (void)
{
if(!self.owner)
remove(self);
else
{
self.origin = self.owner.origin;
self.velocity = self.owner.velocity;
self.owner.angles = vectoangles(self.velocity);
self.angles = self.owner.angles;
self.origin = self.owner.origin;
}
}
void launch_axtail (entity axeblade)
{
local entity tail;
tail = spawn ();
tail.movetype = MOVETYPE_NOCLIP;
tail.solid = SOLID_NOT;
tail.classname = "ax_tail";
setmodel (tail, "models/axtail.mdl");
setsize (tail, '0 0 0', '0 0 0');
tail.drawflags (+)DRF_TRANSLUCENT;
tail.owner = axeblade;
tail.origin = tail.owner.origin;
tail.velocity = tail.owner.velocity;
tail.angles = tail.owner.angles;
axeblade.goalentity = tail;
}
void launch_axe (vector dir_mod,vector angle_mod)
{
entity missile;
self.attack_finished = time + 0.4;
missile = spawn ();
CreateEntityNew(missile,ENT_AXE_BLADE,"models/axblade.mdl",SUB_Null);
missile.owner = self;
missile.classname = "ax_blade";
// set missile speed
makevectors (self.v_angle + dir_mod);
missile.velocity = normalize(v_forward);
missile.velocity = missile.velocity * 900;
missile.touch = T_PhaseMissileTouch;
// Point it in the proper direction
missile.angles = vectoangles(missile.velocity);
missile.angles += angle_mod;
// set missile duration
missile.counter = 4; // Can hurt two things before disappearing
missile.cnt = 0; // Counts number of times it has hit walls
missile.lifetime = time + 2; // Or lives for 2 seconds and then dies when it hits anything
setorigin (missile, self.origin + self.proj_ofs + v_forward*10 + v_right * 1);
//sound (missile, CHAN_VOICE, "paladin/axblade.wav", 1, ATTN_NORM);
if (self.artifact_active & ART_TOMEOFPOWER)
{
missile.frags=TRUE;
missile.classname = "powerupaxeblade";
missile.skin = 1;
missile.drawflags = (self.drawflags & MLS_MASKOUT)| MLS_POWERMODE;
}
else
missile.classname = "axeblade";
missile.lifetime = time + 2;
thinktime missile : HX_FRAME_TIME;
missile.think = axeblade_run;
launch_axtail(missile);
}
/*
================
axeblade_fire
================
*/
void() axeblade_fire =
{
if ((self.artifact_active & ART_TOMEOFPOWER) && (self.greenmana >= 8))
{
FireMelee (50,25,64);
sound (self, CHAN_WEAPON, "paladin/axgenpr.wav", 1, ATTN_NORM);
// makevectors (self.v_angle);
// CreateLittleBlueFlash(self.origin + v_forward*40 + v_up * 42);
launch_axe('0 0 0','0 0 0'); // Middle
launch_axe('0 5 0','0 0 0'); // Side
launch_axe('0 -5 0','0 0 0'); // Side
// launch_axe('5 0 0','0 0 0'); // Top
// launch_axe('-5 0 0','0 0 0'); // Bottom
self.greenmana -= 8;
}
else if (self.greenmana >= 2)
{
FireMelee (WEAPON1_BASE_DAMAGE,WEAPON1_ADD_DAMAGE,64);
if (self.greenmana >= 2)
{
sound (self, CHAN_WEAPON, "paladin/axgen.wav", 1, ATTN_NORM);
// makevectors (self.v_angle);
// CreateLittleWhiteFlash(self.origin + self.proj_ofs + v_forward*24 + v_right * 2);
launch_axe('0 0 0','0 0 300');
self.greenmana -= 2;
}
}
};
void axe_ready (void)
{
self.th_weapon=axe_ready;
self.weaponframe = $AxeRoot1;
}
void axe_select (void)
{
self.wfs = advanceweaponframe($1stAxe18,$1stAxe3);
if (self.weaponframe == $1stAxe14)
sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
self.weaponmodel = "models/axe.mdl";
self.th_weapon=axe_select;
self.last_attack=time;
if (self.wfs == WF_LAST_FRAME)
{
self.attack_finished = time - 1;
axe_ready();
}
}
void axe_deselect (void)
{
self.wfs = advanceweaponframe($1stAxe18,$1stAxe3);
self.th_weapon=axe_deselect;
self.oldweapon = IT_WEAPON3;
if (self.wfs == WF_LAST_FRAME)
W_SetCurrentAmmo();
}
void axe_a (void)
{
self.wfs = advanceweaponframe($1stAxe1,$1stAxe25);
self.th_weapon = axe_a;
// These frames are used during selection animation
if ((self.weaponframe >= $1stAxe2) && (self.weaponframe <= $1stAxe4))
self.weaponframe +=1;
else if ((self.weaponframe >= $1stAxe6) && (self.weaponframe <= $1stAxe7))
self.weaponframe +=1;
if (self.weaponframe == $1stAxe15)
{
sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
axeblade_fire();
}
if (self.wfs == WF_LAST_FRAME)
axe_ready();
}
void pal_axe_fire(void)
{
axe_a ();
if (self.artifact_active & ART_TOMEOFPOWER)
self.attack_finished = time + .7;
else
self.attack_finished = time + .35;
}