hexen2-siege-hc/crusader.hc
1998-06-24 00:00:00 +00:00

385 lines
9.7 KiB
C++

/*
* $Header: /HexenWorld/Siege/crusader.hc 3 5/25/98 1:38p Mgummelt $
*/
/*
==============================================================================
Q:\art\models\players\crusader\final\crusader.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\players\crusader\final
$origin 0 0 0
$base BASE skin
$skin skin
$flags 0
//
$frame crouch1 crouch2 crouch3 crouch4 crouch5
$frame crouch6 crouch7 crouch8 crouch9 crouch10
$frame crouch11 crouch12 crouch13 crouch14 crouch15
$frame crouch16 crouch17 crouch18 crouch19 crouch20
//
$frame decap1 decap2 decap3 decap4 decap5
$frame decap6 decap7 decap8 decap9 decap10
$frame decap11 decap12 decap13 decap14 decap15
$frame decap16 decap17 decap18 decap19 decap20
$frame decap21 decap22 decap23 decap24 decap25
$frame decap26 decap27 decap28
//
$frame die1 die2 die3 die4 die5
$frame die6 die7 die8 die9 die10
$frame die11 die12 die13 die14 die15
$frame die16 die17 die18 die19 die20
//
$frame FINLPOLY
//
$frame HmrFly1 HmrFly2 HmrFly3 HmrFly4 HmrFly5
$frame HmrFly6 HmrFly7 HmrFly8 HmrFly9 HmrFly10
$frame HmrFly11 HmrFly12 HmrFly13 HmrFly14 HmrFly15
//
$frame HmrHit1 HmrHit2 HmrHit3 HmrHit4 HmrHit5
$frame HmrHit6 HmrHit7 HmrHit8 HmrHit9 HmrHit10
//
$frame hmrPain1 hmrPain2 hmrPain3 hmrPain4 hmrPain5
$frame hmrPain6 hmrPain7 hmrPain8
//
$frame HmrStn1 HmrStn2 HmrStn3 HmrStn4 HmrStn5
$frame HmrStn6 HmrStn7 HmrStn8 HmrStn9 HmrStn10
$frame HmrStn11 HmrStn12 HmrStn13
//
$frame HmrRun1 HmrRun2 HmrRun3 HmrRun4 HmrRun5
$frame HmrRun6 HmrRun7 HmrRun8 HmrRun9 HmrRun10
$frame HmrRun11 HmrRun12
//
$frame IceFly1 IceFly2 IceFly3 IceFly4 IceFly5
$frame IceFly6 IceFly7 IceFly8 IceFly9 IceFly10
$frame IceFly11 IceFly12 IceFly13 IceFly14 IceFly15
//
$frame IcePain1 IcePain2 IcePain3 IcePain4 IcePain5
$frame IcePain6 IcePain7 IcePain8
//
$frame IceRun1 IceRun2 IceRun3 IceRun4 IceRun5
$frame IceRun6 IceRun7 IceRun8 IceRun9 IceRun10
$frame IceRun11 IceRun12
//
$frame IceShot1 IceShot2 IceShot3 IceShot4
//
$frame IceStn1 IceStn2 IceStn3 IceStn4 IceStn5
$frame IceStn6 IceStn7 IceStn8 IceStn9 IceStn10
$frame IceStn11 IceStn12 IceStn13
//
$frame jump1 jump2 jump3 jump4 jump5
$frame jump6 jump7 jump8 jump9 jump10
$frame jump11 jump12 jump13
//
$frame SunFly1 SunFly2 SunFly3 SunFly4 SunFly5
$frame SunFly6 SunFly7 SunFly8 SunFly9 SunFly10
$frame SunFly11 SunFly12 SunFly13 SunFly14
//
$frame SunPain1 SunPain2 SunPain3 SunPain4 SunPain5
$frame SunPain6 SunPain7 SunPain8
//
$frame SunRun1 SunRun2 SunRun3 SunRun4 SunRun5
$frame SunRun6 SunRun7 SunRun8 SunRun9 SunRun10
$frame SunRun11 SunRun12
//
$frame SunShot1 SunShot2 SunShot3 SunShot4 SunShot5
//
$frame SunStn1 SunStn2 SunStn3 SunStn4 SunStn5
$frame SunStn6 SunStn7 SunStn8 SunStn9 SunStn10
$frame SunStn11 SunStn12 SunStn13
/*--------------------------
ACTUAL (UNIQUE TO CLASS) PLAYER CODE
----------------------------*/
void() player_crusader_run;
void() player_crusader_crouch_stand;
void() player_crusader_crouch_move;
void() player_crusader_stand;
void() player_crusader_jump=[++$jump1..$jump13]//FIX
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_crusader_swim =
{
if(self.viewentity==self)
self.th_weapon();
if(self.waterlevel<3)
if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
else
self.think=self.th_stand;
};
void() player_crusader_hammer_swim =[++$HmrFly1..$HmrFly15]
{
player_crusader_swim();
};
void() player_crusader_sunstaff_swim =[++$SunFly1..$SunFly14]
{
player_crusader_swim();
};
void() player_crusader_ice_swim =[++$IceFly1..$IceFly15]
{
player_crusader_swim();
};
void() player_crusader_fly =
{
if(self.viewentity==self)
self.th_weapon();
if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype!=MOVETYPE_FLY)
if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
else
self.think=self.th_stand;
};
void() player_crusader_hammer_fly =[++$HmrFly1..$HmrFly15]
{
player_crusader_fly();
};
void() player_crusader_sunstaff_fly =[++$SunFly1..$SunFly14]
{
player_crusader_fly();
};
void() player_crusader_ice_fly =[++$IceFly1..$IceFly15]
{
player_crusader_fly();
};
void() player_crusader_stand =
{
if(self.viewentity==self)
self.th_weapon();
if(self.hull==HULL_CROUCH)
self.think=player_crusader_crouch_stand;
else if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
};
void() player_crusader_hammer_stand =[++$HmrStn1..$HmrStn13]
{
player_crusader_stand();
};
void() player_crusader_sunstaff_stand =[++$SunStn1..$SunStn13]
{
player_crusader_stand();
};
void() player_crusader_ice_stand =[++$IceStn1..$IceStn13]
{
player_crusader_stand();
};
void() player_crusader_run =
{
if(self.viewentity==self)
self.th_weapon();
if(self.hull==HULL_CROUCH)
self.think=player_crusader_crouch_move;
else if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if (!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
};
void() player_crusader_hammer_run =[++$HmrRun1..$HmrRun12]
{
player_crusader_run();
};
void() player_crusader_sunstaff_run =[++$SunRun1..$SunRun12]
{
player_crusader_run();
};
void() player_crusader_ice_run =[++$IceRun1..$IceRun12]
{
player_crusader_run();
};
void() player_crusader_crouch_stand =
{
if(self.viewentity==self)
self.th_weapon();
if(self.frame>$crouch20 || self.frame<$crouch1)
self.frame=$crouch1;
if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if(self.hull==HULL_PLAYER)
self.think=self.th_stand;
else if (self.velocity_x || self.velocity_y)
self.think=player_crusader_crouch_move;
self.nextthink=time + HX_FRAME_TIME;
};
void() player_crusader_crouch_move =[++$crouch1..$crouch20]
{
if(self.viewentity==self)
self.th_weapon();
if(self.movetype==MOVETYPE_FLY)
self.think=player_crusader_fly;
else if(self.hull==HULL_PLAYER)
self.think=self.th_run;
else if (!self.velocity_x && !self.velocity_y)
self.think=player_crusader_crouch_stand;
};
void() player_crusader_attack=
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped&&!self.button0)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_crusader_hammer_attack=[++$HmrHit1..$HmrHit10]
{
player_crusader_attack();
};
void() player_crusader_ice_attack=[++$IceShot1..$IceShot4]
{
player_crusader_attack();
};
void() player_crusader_sunstaff_attack=[++$SunShot1..$SunShot5]
{
player_crusader_attack();
};
void() player_crusader_pain=
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_crusader_hammer_pain =[++$HmrPain1..$HmrPain8]
{
if(self.frame==$HmrPain1)
PainSound();
player_crusader_pain();
};
void() player_crusader_sunstaff_pain =[++$SunPain1..$SunPain8]
{
if(self.frame==$SunPain1)
PainSound();
player_crusader_pain();
};
void() player_crusader_ice_pain =[++$IcePain1..$IcePain8]
{
if(self.frame==$IcePain1)
PainSound();
player_crusader_pain();
};
void() player_crusader_die1=[++$die1..$die20]
{
if(cycle_wrapped)
{
self.frame=$die20;
self.think=PlayerDead;
}
};
void() player_crusader_behead =
{
self.level=$decap1;
self.dmg=$decap28;
self.cnt=0;
player_behead();
};
void Cru_Change_Weapon (void)
{
if(self.weapon==IT_WEAPON1)
{
self.th_stand=player_crusader_hammer_stand;
self.th_missile=player_crusader_hammer_attack;
self.th_run=player_crusader_hammer_run;
self.th_pain=player_crusader_hammer_pain;
self.th_swim=player_crusader_hammer_swim;
self.th_fly=player_crusader_hammer_fly;
}
else if(self.weapon==IT_WEAPON2)
{
self.th_stand=player_crusader_ice_stand;
self.th_missile=player_crusader_ice_attack;
self.th_run=player_crusader_ice_run;
self.th_pain=player_crusader_ice_pain;
self.th_swim=player_crusader_ice_swim;
self.th_fly=player_crusader_ice_fly;
}
else
{
self.th_stand=player_crusader_sunstaff_stand;
self.th_missile=player_crusader_sunstaff_attack;
self.th_run=player_crusader_sunstaff_run;
self.th_pain=player_crusader_sunstaff_pain;
self.th_swim=player_crusader_sunstaff_swim;
self.th_fly=player_crusader_sunstaff_fly;
}
if(self.hull!=HULL_CROUCH)
self.think=self.th_stand;
}