/* * $Header: /HexenWorld/Siege/javelin.hc 3 5/25/98 1:39p Mgummelt $ */ /* ============================================================================== GAUNTLET ============================================================================== */ $cd q:/art/models/weapons/javelin/final $origin 0 5 10 //$rotatehtr 90 180 0 $base base skin $skin skin $frame jav000 jav001 jav002 jav003 jav004 $frame jav005 jav006 jav007 jav008 jav009 $frame jav010 jav011 jav012 jav013 jav014 $frame jav015 jav016 jav017 jav018 $frame jav019 jav020 void() W_FireJavelin; void() T_MissileTouch; //============================================================================ void() throwjav0 =[ $jav000, throwjav1 ] {self.weaponframe=0;}; void() throwjav1 =[ $jav001, throwjav2 ] {self.weaponframe=1;}; void() throwjav2 =[ $jav002, throwjav3 ] {self.weaponframe=2;}; void() throwjav3 =[ $jav003, throwjav4 ] {self.weaponframe=3;}; void() throwjav4 =[ $jav004, throwjav5 ] {self.weaponframe=4;}; void() throwjav5 =[ $jav005, throwjav6 ] {self.weaponframe=5;}; void() throwjav6 =[ $jav006, throwjav7 ] {self.weaponframe=6;}; void() throwjav7 =[ $jav007, throwjav8 ] {self.weaponframe=7;}; void() throwjav8 =[ $jav008, throwjav9 ] {self.weaponframe=8;}; void() throwjav9 =[ $jav009, throwjav10 ] {self.weaponframe=9;W_FireJavelin();}; void() throwjav10 =[ $jav010, throwjav11 ] {self.weaponframe=10;}; void() throwjav11 =[ $jav011, throwjav12 ] {self.weaponframe=11;}; void() throwjav12 =[ $jav012, throwjav13 ] {self.weaponframe=12;}; void() throwjav13 =[ $jav013, throwjav14 ] {self.weaponframe=13;}; void() throwjav14 =[ $jav014, throwjav15 ] {self.weaponframe=14;}; void() throwjav15 =[ $jav015, throwjav16 ] {self.weaponframe=15;}; void() throwjav16 =[ $jav016, throwjav17 ] {self.weaponframe=16;}; void() throwjav17 =[ $jav017, throwjav18 ] {self.weaponframe=17;}; void() throwjav18 =[ $jav018, throwjav19 ] {self.weaponframe=18;}; void() throwjav19 =[ $jav019, throwjav20 ] {self.weaponframe=19;}; void() throwjav20 =[ $jav020, self.th_run ] {self.weaponframe=20;}; //============================================================================ /* ================================ launch_javelin ================================ */ void(vector org, vector dir) launch_javelin = { local entity missile; missile = spawn (); missile.owner = self; missile.touch = T_MissileTouch; missile.movetype = MOVETYPE_FLYMISSILE; missile.solid = SOLID_BBOX; missile.angles = vectoangles(dir); missile.touch = T_MissileTouch; missile.classname = "javelin"; org = org + '0 10 10'; setmodel (missile, "models/javproj.mdl"); setsize (missile, VEC_ORIGIN, VEC_ORIGIN); setorigin (missile, org); missile.velocity = dir * 800; }; void() W_FireJavelin = { local vector dir; local entity missile; sound (self, CHAN_WEAPON, "raven/javthrow.wav", 1, ATTN_NORM); self.punchangle_x = -2; self.attack_finished = time + 0.5; missile = spawn (); missile.owner = self; missile.movetype = MOVETYPE_FLYMISSILE; missile.solid = SOLID_BBOX; missile.classname = "javprojectile"; // set missile speed makevectors (self.v_angle); missile.velocity = aim(self, 1000); missile.velocity = missile.velocity * 1000; missile.angles = vectoangles(missile.velocity); missile.touch = T_MissileTouch; // set missile duration missile.nextthink = time + 5; missile.think = SUB_Remove; setmodel (missile, "models/javproj.mdl"); setsize (missile, '0 0 0', '0 0 0'); setorigin (missile, self.origin + v_forward*-14 + v_right * 16 + v_up * 32); }; /*QUAKED wp_javelin (1 0 0) (-16 -16 -24) (16 16 40) Javelin weapon for Paladin -------------------------FIELDS------------------------- none -------------------------------------------------------- */ void() wp_javelin = { if (deathmatch) { remove(self); return; } };