hexen2-siege-hc/spit.hc

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1998-06-24 00:00:00 +00:00
/*
* $Header: /HexenWorld/Siege/spit.hc 3 5/25/98 1:39p Mgummelt $
*/
/*
==============================================================================
spit
==============================================================================
*/
// For building the model
$cd c:\model\spit // Directory to find model in
$origin 0 0 0
// baseframe is in iceimp.3ds
$base spit
// skin is in iceimp.lbm
$skin spit
// Imp throwing
$frame hyspit1
//============================================================================
void() SpitTouch =
{//FIXME: Add quick palette shift to black, fade back down
local float damg;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = random(5,8);
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
T_RadiusDamage (self, self.owner, damg, 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);*/
remove(self);
// BecomeExplosion ();
};
//============================================================================
void spit_1 (void)
{
self.veer += 10;
Veer(self.veer);
thinktime self : 0.1;
}
//============================================================================
void(vector offset) do_spit =
{
local entity missile;
local vector vec;
self.last_attack=time;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
setmodel (missile, "models/spit.mdl");
setsize (missile, '0 0 0', '0 0 0');
// set missile speed
makevectors (self.angles);
setorigin (missile, self.origin + v_factor(offset));
//If enemy is sinking, lead him a little
if (self.enemy.velocity_z < 0)
vec = self.enemy.origin - missile.origin;
else
vec = self.enemy.origin - missile.origin + self.enemy.view_ofs;
vec = normalize(vec);
missile.velocity = vec * (650 - random(30));
missile.angles = vectoangles('0 0 0'-missile.velocity);
missile.touch = SpitTouch;
missile.veer = 5;
missile.think = spit_1;
thinktime missile : 0.1;
};