/* * $Header: /HexenWorld/Siege/Corpse.hc 5 6/01/98 2:49a Mgummelt $ */ void corpseblink (void) { self.think = corpseblink; thinktime self : 0.1; self.scale -= 0.10; if (self.scale < 0.10) remove(self); } void init_corpseblink (void) { CreateYRFlash(self.origin); self.drawflags (+) DRF_TRANSLUCENT | SCALE_TYPE_ZONLY | SCALE_ORIGIN_BOTTOM; corpseblink(); } void() Spurt = { float bloodleak; makevectors(self.angles); bloodleak=rint(random(3,8)); SpawnPuff (self.origin+v_forward*24+'0 0 -22', '0 0 -5'+ v_forward*random(20,40), bloodleak,self); sound (self, CHAN_AUTO, "misc/decomp.wav", 0.3, ATTN_NORM); if (self.lifetime < time||self.watertype==CONTENT_LAVA) T_Damage(self,world,world,self.health); else { self.think=Spurt; thinktime self : random(0.5,6.5); } }; void () CorpseThink = { self.think = CorpseThink; thinktime self : 3; if (self.watertype==CONTENT_LAVA) // Corpse fell in lava T_Damage(self,self,self,self.health); else if (self.lifetime < time) // Time is up, begone with you init_corpseblink(); }; /* * This uses entity.netname to hold the head file (for CorpseDie()) * hack so that we don't have to set anything outside this function. */ void()MakeSolidCorpse = { vector newmaxs; // Make a gibbable corpse, change the size so we can jump on it //Won't be necc to pass headmdl once everything has it's .headmodel //value set in spawn self.th_die = chunk_death; self.touch = obj_push; self.health = random(10,25); self.takedamage = DAMAGE_YES; self.solid = SOLID_PHASE; self.experience_value = 0; if(self.classname!="monster_hydra") self.movetype = MOVETYPE_STEP;//Don't get in the way if(!self.mass) self.mass=1; //To fix "player stuck" probem newmaxs=self.maxs; if(newmaxs_z>5) newmaxs_z=5; setsize (self, self.mins,newmaxs); if(self.flags&FL_ONGROUND) self.velocity='0 0 0'; self.flags(-)FL_MONSTER; self.controller = self; self.onfire = FALSE; pitch_roll_for_slope('0 0 0'); if ((self.decap) && (self.classname == "player")) { if (deathmatch||teamplay) self.lifetime = time + random(20,40); // decompose after 40 seconds else self.lifetime = time + random(10,20); // decompose after 20 seconds self.owner=self; self.think=Spurt; thinktime self : random(1,4); } else { self.lifetime = time + random(10,20); // disappear after 20 seconds self.think=CorpseThink; thinktime self : 0; } };