107 lines
2.2 KiB
C++
107 lines
2.2 KiB
C++
/*
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* $Header: /HexenWorld/Siege/shardice.hc 5 5/25/98 10:56p Mgummelt $
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*/
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/*
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==============================================================================
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ice shard (IMP)
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==============================================================================
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*/
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// For building the model
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$cd q:/art/models/monsters/imp/final
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$base shrdbase 64 128
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$skin shrdskin
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$frame shard
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void() shardTouch =
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{
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float damg;
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if (other == self.owner)
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return; // don't explode on owner
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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if(self.owner.classname=="monster_imp_lord")
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damg = random(33,77);
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else
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damg = random(5,10);
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if(other.health<=damg&&other.thingtype==THINGTYPE_FLESH&&random()<0.1)
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SnowJob(other,self);
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else if (other.health)
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{
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T_Damage (other, self, self.owner, damg );
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sound (self, CHAN_BODY, "crusader/icehit.wav", 1, ATTN_NORM);
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if(other.classname=="player")
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{
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other.artifact_active(+)ARTFLAG_FROZEN;
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newmis=spawn();
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newmis.enemy=other;
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newmis.artifact_active=ARTFLAG_FROZEN;
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newmis.think=remove_artflag;
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thinktime newmis : 0.1;
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}
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}
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remove(self);
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};
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//============================================================================
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void() shard_1 =[ $shard , shard_1 ] { };
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//============================================================================
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void(vector offset, float set_speed, vector dest_offset) do_shard =
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{
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entity missile;
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vector vec;
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missile = spawn ();
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missile.owner = self;
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missile.movetype = MOVETYPE_FLYMISSILE;
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missile.solid = SOLID_BBOX;
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missile.health = 10;
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if(self.classname=="monster_imp_lord")
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{
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set_speed*=2;
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missile.scale=2;
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}
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setmodel (missile, "models/shardice.mdl");
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setsize (missile, '0 0 0', '0 0 0');
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// set missile speed
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makevectors (self.angles);
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vec = self.origin + self.view_ofs + v_factor(offset);
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setorigin (missile, vec);
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vec = self.enemy.origin - missile.origin + self.enemy.proj_ofs + dest_offset;
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vec = normalize(vec);
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missile.velocity = (vec+aim_adjust(self.enemy))*set_speed;
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missile.angles = vectoangles(missile.velocity);
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missile.touch = shardTouch;
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missile.think = shard_1;
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missile.nextthink = time + HX_FRAME_TIME;
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};
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