118 lines
2.4 KiB
C++
118 lines
2.4 KiB
C++
/*
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* $Header: /HexenWorld/Siege/spit.hc 3 5/25/98 1:39p Mgummelt $
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*/
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/*
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==============================================================================
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spit
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==============================================================================
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*/
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// For building the model
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$cd c:\model\spit // Directory to find model in
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$origin 0 0 0
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// baseframe is in iceimp.3ds
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$base spit
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// skin is in iceimp.lbm
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$skin spit
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// Imp throwing
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$frame hyspit1
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//============================================================================
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void() SpitTouch =
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{//FIXME: Add quick palette shift to black, fade back down
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local 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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damg = random(5,8);
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if (other.health)
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{
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T_Damage (other, self, self.owner, damg );
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}
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// don't do radius damage to the other, because all the damage
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// was done in the impact
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T_RadiusDamage (self, self.owner, damg, other);
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// sound (self, CHAN_WEAPON, "weapons/explode.wav", 1, ATTN_NORM);
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self.origin = self.origin - 8*normalize(self.velocity);
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/* WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_EXPLOSION);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);*/
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remove(self);
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// BecomeExplosion ();
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};
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//============================================================================
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void spit_1 (void)
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{
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self.veer += 10;
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Veer(self.veer);
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thinktime self : 0.1;
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}
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//============================================================================
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void(vector offset) do_spit =
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{
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local entity missile;
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local vector vec;
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self.last_attack=time;
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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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setmodel (missile, "models/spit.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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setorigin (missile, self.origin + v_factor(offset));
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//If enemy is sinking, lead him a little
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if (self.enemy.velocity_z < 0)
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vec = self.enemy.origin - missile.origin;
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else
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vec = self.enemy.origin - missile.origin + self.enemy.view_ofs;
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vec = normalize(vec);
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missile.velocity = vec * (650 - random(30));
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missile.angles = vectoangles('0 0 0'-missile.velocity);
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missile.touch = SpitTouch;
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missile.veer = 5;
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missile.think = spit_1;
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thinktime missile : 0.1;
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};
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