/* * $Header: /HexenWorld/Siege/axe.hc 22 5/25/98 1:38p 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() T_PhaseMissileTouch = { local float damg; self.flags (-) FL_ONGROUND; // So it never thinks it is touching the ground if (other == self.owner) return; // don't explode on owner if ((self.enemy == other) && (other != world)) // Can't hit same enemy twice in a row but you can hit world twice return; self.cnt +=1; // self.velocity = self.velocity * 0.75; // client's not interested in this happening... self.angles = vectoangles(self.velocity); if (pointcontents(self.origin) == CONTENT_SKY) { stopSound(self,0); remove(self); return; } if (other.health) // Hit something that can be hurt { if(self.classname == "powerupaxeblade") { damg = random(25, 45); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_AXE_EXPLODE); WriteCoord (MSG_MULTICAST, self.origin_x - self.movedir_x * 16); WriteCoord (MSG_MULTICAST, self.origin_y - self.movedir_y * 16); WriteCoord (MSG_MULTICAST, self.origin_z - self.movedir_z * 16); multicast(self.origin,MULTICAST_PHS_R); T_RadiusDamage (self, self.owner, 30.0, other); // get rid of it here or something? } else { damg = random(30,50); } T_Damage (other, self, self.owner, damg ); self.counter -=1; self.enemy = other; } else { self.enemy = other; if (self.cnt <4) // Bounce three times then die { WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_AXE_BOUNCE); WriteCoord (MSG_MULTICAST, self.origin_x - self.movedir_x * 16); WriteCoord (MSG_MULTICAST, self.origin_y - self.movedir_y * 16); WriteCoord (MSG_MULTICAST, self.origin_z - self.movedir_z * 16); multicast(self.origin,MULTICAST_PHS_R); } else self.counter = 0; } // Time is up if (self.lifetime < time) self.counter = 0; if (self.counter < 1) { remove(self); return; } self.think(); }; void axeblade_gone(void) { stopSound(self,0); if (self.skin==0) CreateLittleWhiteFlash(self.origin); else CreateLittleBlueFlash(self.origin); remove(self); } /*void axeblade_run (void) [ ++ 0 .. 5] { self.angles = vectoangles(self.velocity); if (self.lifetime < time) axeblade_gone(); }*/ void axeblade_think(void) { self.movedir = normalize(self.velocity); self.angles = vectoangles(self.movedir); traceline(self.origin, self.origin + self.movedir * 330.0, TRUE, self); WriteByte (MSG_MULTICAST, SVC_TEMPENTITY); WriteByte (MSG_MULTICAST, TE_AXE); WriteCoord (MSG_MULTICAST, self.origin_x); WriteCoord (MSG_MULTICAST, self.origin_y); WriteCoord (MSG_MULTICAST, self.origin_z); WriteByte (MSG_MULTICAST, self.angles_y*256.0/360.0); WriteByte (MSG_MULTICAST, self.angles_x*256.0/360.0); WriteByte (MSG_MULTICAST, trace_fraction * 100); multicast(self.origin,MULTICAST_PVS); thinktime self : 0.3; if (self.lifetime < time) axeblade_gone(); } 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.movedir = missile.velocity; // PUT THIS BACK PLEASE missile.velocity = missile.velocity * 1100; 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); 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"; // thinktime missile : HX_FRAME_TIME; // missile.think = axeblade_run; missile.think = axeblade_think; thinktime missile : 0.3; missile.effects (+) EF_NODRAW; entity oldself; oldself = self; self = missile; missile.think(); self = oldself; } /* ================ axeblade_fire ================ */ void() axeblade_fire = { float damg,damg_mod; damg=random(7) + 5; // damg=500; damg_mod=melee_dmg_mod_for_strength(self.strength); damg*=damg_mod; if(self.playerclass==CLASS_DWARF) FireMelee (damg,0,32); else FireMelee (damg,0,64); /* if ((self.artifact_active & ART_TOMEOFPOWER) && (self.greenmana >= 8)) { FireMelee (50,25,64); weapon_sound(self, "paladin/axgen.wav"); launch_axe('0 3 0','0 0 0'); // Side launch_axe('0 -3 0','0 0 0'); // Side self.greenmana -= 8; } else if (self.greenmana >= 2) { FireMelee (WEAPON1_BASE_DAMAGE,WEAPON1_ADD_DAMAGE,64); if (self.greenmana >= 2) { weapon_sound(self, "paladin/axgen.wav"); launch_axe('0 0 0','0 0 0'); 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) { weapon_sound(self, "weapons/vorpswng.wav"); } 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_WEAPON2; 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); weapon_sound(self, "weapons/vorpswng.wav"); 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 if(self.playerclass==CLASS_DWARF) self.attack_finished = time + 0.1;//time+rate_and_acc_for_weap[(self.playerclass - 1)*6+(self.weapon - 1)*2]; else self.attack_finished = time + 0.2;//time+rate_and_acc_for_weap[(self.playerclass - 1)*6+(self.weapon - 1)*2]; }