hexen2/H2MP/hcode/object.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /H2 Mission Pack/HCode/object.hc 58 3/27/98 2:14p Mgummelt $
*/
float SPAWNFLAG_BALLISTA_TRACK = 1;
/*
* obj_push() -- Allows players to push objects when they walk toward them.
*/
void() Missile_Arc;
void(float vol) sheep_sound;
void() obj_barrel_roll;
void()float;
void()sheep_trot;
void fix_vel ()
{
self.enemy.velocity=self.mangle;
remove(self);
}
void obj_fly_hurt (entity loser)
{//MG
//FIXME: Check for sky
//dprint("hit\n");
float magnitude,my_mass;
if(self.frozen>0&&other.classname=="snowball")
return;
if(self.classname=="player")
my_mass=self.mass;
else if(!self.mass)
my_mass = 1;
else if(self.mass<=10)
my_mass=10;
else
my_mass = self.mass/10;
magnitude=vlen(self.velocity)*my_mass/10;
if(pointcontents(self.absmax)==CONTENT_WATER)//FIXME: or other watertypes
magnitude/=3; //water absorbs 2/3 velocity
if(self.classname=="barrel"&&self.aflag)//rolling barrels are made for impacts!
magnitude*=3;
if(self.frozen>0&&magnitude<300&&self.flags&FL_ONGROUND&&loser==world&&self.velocity_z<-20&&self.last_onground+0.3<time)
magnitude=300;
/*
dprint("\n");
dprint(self.classname);
dprint(" hit-> ");
dprint(loser.classname);
dprint("\n");
dprint(vtos(self.velocity));
dprint("\n");
dprint("Magnitude: ");
dprint(ftos(magnitude));
dprint("\n");
dprint("Air time: ");
dprint(ftos(time-self.last_onground));
dprint("\n");
dprint("Time since last impact: ");
dprint(ftos(time-self.last_impact));
dprint("\n");
*/
if(self.last_onground+0.3<time||(self.last_onground+0.1<time&&loser.thingtype>=THINGTYPE_GLASS))
{
vector dir1, dir2;
float force,dot;
if(loser.thingtype>=THINGTYPE_GLASS)
magnitude*=2;
if(magnitude>=100&&loser.takedamage&&loser.classname!="catapult"&&loser!=world)
{
dir1=normalize(self.velocity);
if(loser.origin=='0 0 0')
dir2=dir1;
else
dir2=normalize(loser.origin-self.origin);
dot= dir1*dir2;
if(dot >= 0.2)
force=dot;
else
force=0;
force*=magnitude/50;
if(pointcontents(loser.absmax)==CONTENT_WATER||(self.classname=="barrel"&&self.aflag))//FIXME: or other watertypes
force/=3; //water absorbs 2/3 velocity
if(self.flags&FL_MONSTER&&loser==world)
force/=2;
if(self.frozen>0&&force>10)
force=10;
if((force>=1&&loser.classname!="player")||force>=10)
{
/* dprint("Damage other (");
dprint(loser.classname);
dprint("): ");
dprint(ftos(force));
dprint("\n");
*/ T_Damage (loser, self, self, force);
if(loser.health<=0)
{//Keep 75% of vel if broke loser apart
// dprint("Broke through\n");
newmis=spawn();
newmis.mangle=self.velocity*0.75;
newmis.think=fix_vel;
newmis.enemy=self;
thinktime newmis : HX_FRAME_TIME;
}
}
}
if(self.classname!="monster_mezzoman"&&self.netname!="spider"&&loser.thingtype!=THINGTYPE_WEBS)//Cats always land on their feet, webs don't hurt
if((magnitude>=100+self.health&&self.classname!="player")||magnitude>=700)//health here is used to simulate structural integrity
{
if(self.classname=="player"&&self.flags&FL_ONGROUND&&magnitude<1000)
{
//allow for some lenience on high falls
magnitude/=2;
if(self.absorb_time>=time)//crouching on impact absorbs 1/2 the damage
magnitude/=2;
}
magnitude/=40;
magnitude=magnitude - force/2;//If damage other, subtract half of that damage off of own injury
if(magnitude>=1)
{
//FIXME: Put in a thingtype impact sound function
/* dprint("Damage self (");
dprint(self.classname);
dprint("): ");
dprint(ftos(magnitude));
dprint("\n");
*/
if(self.classname=="player_sheep"&&self.flags&FL_ONGROUND&&self.velocity_z>-50)
return;
T_Damage(self,world,world,magnitude);
}
}
self.last_impact=time;
if(self.flags&FL_ONGROUND)
self.last_onground=time;
}
}
void obj_push()
{//MG
vector pushdir,pushangle;
float ontop,pushed,inertia,force,walkforce;
if(other.solid==SOLID_PHASE||other.movetype==MOVETYPE_FLYMISSILE||other.movetype==MOVETYPE_BOUNCEMISSILE)
return;
if(self.classname=="barrel"&&pointcontents(self.origin)!=CONTENT_EMPTY&&(!self.spawnflags&BARREL_SINK))
{
self.classname="barrel_floating";
self.think=float;
self.nextthink=time;
}
if(self.classname=="player_sheep"&&other.classname=="catapult")
self.spawnflags(+)1; //Sheep won't move once on catapult
if(self.last_impact + 0.1<=time)
obj_fly_hurt(other);
// if (other.classname != "player"&&!(other.flags&FL_MONSTER)&&(!other.flags&FL_PUSH)&&other.movetype!=MOVETYPE_PUSHPULL)
// return;
if(other!=world&&other.absmin_z >= self.origin_z+self.maxs_z - 5&&other.velocity_z<1)
{
if(!other.frozen&&
(
(!other.flags2&FL_ALIVE&&other.flags&FL_MONSTER)||
(self.flags&FL_MONSTER&&self.model!="models/spider.mdl"&&self.model!="models/scorpion.mdl")
)
)
{
makevectors(other.angles);
v_forward_z=1;
other.velocity=v_forward*300;
other.flags(-)FL_ONGROUND;
}
if(other.flags&FL_CLIENT&&!other.frozen)
ontop = FALSE;
else
{
ontop=TRUE;
// other.flags(+)FL_ONGROUND;
}
}
if(self.flags&FL_MONSTER)
{
if(other!=world&&self.absmin_z >= other.absmax_z - 3&&self.velocity_z<1&&other.movetype!=MOVETYPE_FLYMISSILE&&other.movetype!=MOVETYPE_BOUNCE&&other.movetype!=MOVETYPE_BOUNCEMISSILE)
self.flags(+)FL_ONGROUND;
if(self.frozen<=0&&!self.artifact_active&ARTFLAG_STONED)
return;
}
if(!other.velocity)
return;
if (self.impulse == 20)
return;
if(!self.mass)
inertia=1;
if(self.mass<=30)
inertia=self.mass/3;
else
inertia=self.mass/33;
if(other.strength)
force=vlen(other.velocity)*(other.strength/40+0.5);
else
force=vlen(other.velocity);
if(pointcontents(self.origin)==CONTENT_WATER||pointcontents(self.origin)==CONTENT_SLIME||pointcontents(self.origin)==CONTENT_LAVA)
force/=3;
//FIXME: mass should determine how fast the object can be pushed
// if (self.mass > 199*force) // Too heavy to move
if (self.mass >= 1000) // Too heavy to move
return;
//So you can push frozen guys around before they melt
if(self.frozen>0)
{
self.freeze_time=time+10;
self.wait=time + 10;
}
if(ontop)
return;
walkforce=force/inertia/40;//20 is the frame time...
if(self.classname=="barrel"&&self.aflag)
{
vector dir1, dir2;
float dot_forward,dot_right;
self.angles_z=0;
self.v_angle_x=self.v_angle_z=0;
makevectors(self.v_angle);
if(ontop)
dir1=normalize(other.velocity);
else
dir1=normalize(self.origin-other.origin);
dir2=normalize(v_forward);
dir1_z=dir2_z=0;
dot_forward= dir1*dir2;
self.enemy=other;
if(dot_forward>=0.9)
{
self.movedir=dir2;//test
self.movedir_z=0;
self.speed += force/inertia;
if(self.speed>other.strength*300)
self.speed=other.strength*300;
traceline(self.origin,self.origin+dir2*48,FALSE,self);
if(trace_fraction==1.0)
{
self.velocity=self.movedir*self.speed;
self.think=obj_barrel_roll;
self.nextthink=time;
}
}
else if(dot_forward<=-0.9)
{
self.movedir=dir2;//test
self.movedir_z=0;
self.speed += force/inertia*-1;
if(self.speed<other.strength*-300)
self.speed=other.strength*-300;
traceline(self.origin,self.origin+dir2*-48,FALSE,self);
if(trace_fraction==1.0)
{
self.velocity=self.movedir*self.speed;
self.think=obj_barrel_roll;
self.nextthink=time;
}
}
else
{
dir1=normalize(other.velocity);
dir2=normalize(v_right);
dot_right= dir1*dir2;
if(dot_right >0.2)
{
if(dot_forward >0.1)
{
self.angles_y-=walkforce*10;
}
else if(dot_forward<-0.1)
{
self.angles_y+=walkforce*10;
}
}
else if(dot_right<-0.2)
{
if(dot_forward >0.1)
{
self.angles_y+=walkforce*10;
}
else if(dot_forward<-0.1)
{
self.angles_y-=walkforce*10;
}
}
self.v_angle_y=self.angles_y;
}
}
else
{
pushdir=normalize(other.velocity);
pushangle=vectoangles(pushdir);
pushed=FALSE;
walkforce=force/inertia/20;//20 is the frame time...
if(!walkmove(pushangle_y,walkforce,FALSE))//FIXME: check mass
{
if(other.absmax_z<=self.origin_z+self.mins_z*0.75)
pushdir_z*=2;
self.velocity=(pushdir*force*2*(1/inertia)+self.velocity)*0.5;
if(self.flags&FL_ONGROUND)
{
if(self.velocity_z<0)
self.velocity_z=0;
self.flags-=FL_ONGROUND;
}
if(self.velocity)
pushed=TRUE;
}
else
pushed=TRUE;
if(pushed&&self.classname!="barrel_floating")
{
if(self.pain_finished<=time)
{
if(self.classname=="player_sheep")
{
sheep_sound(.75);
if(!infront(other)&&random()<0.5)
//FIXME- find current think and set transition to run
self.think=sheep_trot;
}
else if(self.thingtype==THINGTYPE_WOOD)
{
sound(self,CHAN_VOICE,"misc/pushwood.wav",1,ATTN_NORM);
self.pain_finished=time + 1.041;
}
else if ((self.thingtype==THINGTYPE_GREYSTONE) || (self.thingtype==THINGTYPE_BROWNSTONE))
{
sound(self,CHAN_VOICE,"misc/pushston.wav",1,ATTN_NORM);
self.pain_finished=time + .711;
}
else if(self.thingtype==THINGTYPE_METAL)
{
sound(self,CHAN_VOICE,"misc/pushmetl.wav",1,ATTN_NORM);
self.pain_finished=time + .835;
}
}
}
}
}
void impact_touch_hurt_no_push ()
{
if(!other.takedamage)
return;
if(other.solid==SOLID_PHASE||other.movetype==MOVETYPE_FLYMISSILE||other.movetype==MOVETYPE_BOUNCEMISSILE)
return;
if(self.last_impact + 0.1<=time)
{
obj_fly_hurt(other);
if(other.health>0)
{
float impact_dam;
//SpawnPuff (trace_endpos, '0 0 0', 3,trace_ent);
//sound, etc.
self.last_impact=time;
impact_dam=self.mass/2+random(self.mass/2);
if(!impact_dam)
impact_dam=10+random(10);
if(other.netname=="corpse"||other.netname=="head")
impact_dam=other.health*2;
T_Damage(other,self,self,impact_dam);
}
}
}
/*QUAKED obj_chair (0.3 0.1 0.6) (-10 -10 -5) (10 10 40)
A wooden chair.
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/
void obj_chair()
{
precache_model("models/chair.mdl");
CreateEntityNew(self,ENT_CHAIR,"models/chair.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
}
/*QUAKED obj_barstool (0.3 0.1 0.6) (-10 -10 -5) (10 10 32)
A bar stool - Drinks on the house!
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/
void obj_barstool()
{
precache_model3("models/stool.mdl");
CreateEntityNew(self,ENT_BARSTOOL,"models/stool.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
}
/*QUAKED obj_tree (0.3 0.1 0.6) (-42 -42 0) (42 42 160)
A tree that has no leaves
-------------------------FIELDS-------------------------
health : 1000
--------------------------------------------------------
*/
void obj_tree()
{
precache_model2("models/tree.mdl");
CreateEntityNew(self,ENT_TREEDEAD,"models/tree.mdl",chunk_death);
}
void tree2_death (void)
{
self.owner.nextthink = time + .01;
self.owner.think = chunk_death;
chunk_death();
}
/*QUAKED obj_tree2 (0.3 0.1 0.6) (-140 -140 -16) (140 140 220)
A tree with a round top of leaves
-------------------------FIELDS-------------------------
health : 1000
--------------------------------------------------------
*/
void obj_tree2()
{
entity top;
precache_model("models/tree2.mdl");
CreateEntityNew(self,ENT_TREE,"models/tree2.mdl",tree2_death);
if(world.target=="sheep")
setsize(self,'-12 -12 -16','12 12 210');
top = spawn();
top.scale = self.scale;
CreateEntityNew(top,ENT_TREETOP,top.model,tree2_death);
top.origin = self.origin;
if (self.scale) // Move top according to scale
top.origin_z += top.scale * 104;
else
top.origin_z += 104;
top.health = self.health;
top.classname = "tree2top";
top.owner = self;
self.owner = top;
}
/*QUAKED obj_bench (0.3 0.1 0.6) (-30 -30 0) (30 30 40)
A wooden bench
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/
void obj_bench()
{
precache_model3("models/bench.mdl");
CreateEntityNew(self,ENT_BENCH,"models/bench.mdl",chunk_death);
self.touch = obj_push;
}
/*QUAKED obj_cart (0.3 0.1 0.6) (-36 -32 -10) (36 75 64)
A cart
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/
void obj_cart()
{
precache_model("models/cart.mdl");
CreateEntityNew(self,ENT_CART,"models/cart.mdl",chunk_death);
self.hull=HULL_SCORPION;//HYDRA;
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
}
/*QUAKED obj_chest1 (0.3 0.1 0.6) (-16 -16 0) (16 16 32)
A treasure chest
-------------------------FIELDS-------------------------
skin - 0 - generic texture (default)
1 - roman texture
--------------------------------------------------------
*/
void obj_chest1()
{
precache_model("models/chest1.mdl");
CreateEntityNew(self,ENT_CHEST1,"models/chest1.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
}
/*QUAKED obj_chest2 (0.3 0.1 0.6) (-16 -16 0) (16 16 32)
A treasure chest on legs
-------------------------FIELDS-------------------------
skin - 0 - generic texture (default)
1 - meso texture
2 - egypt texture
--------------------------------------------------------
*/
void obj_chest2()
{
precache_model3("models/chest2.mdl");
CreateEntityNew(self,ENT_CHEST2,"models/chest2.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
}
/*QUAKED obj_chest3 (0.3 0.1 0.6) (-16 -16 0) (16 16 32)
A treasure chest on legs
-------------------------FIELDS-------------------------
none
--------------------------------------------------------
*/
void obj_chest3()
{
precache_model2("models/chest3.mdl");
CreateEntityNew(self,ENT_CHEST3,"models/chest3.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
}
/*
void boulder_fall (void)
{
if(!self.flags&FL_ONGROUND||self.frags<time)
{
self.movetype=MOVETYPE_BOUNCE;
if(self.velocity_z>=0)
self.velocity_z-=10;
}
self.think=boulder_fall;
self.nextthink=time+0.1;
}
void boulder_push()
{
if(self.velocity)
self.avelocity=self.velocity*-1;
obj_fly_hurt(other);
if(other.movetype&&other.velocity!='0 0 0'&&other.solid!=SOLID_TRIGGER&&other.solid!=SOLID_PHASE&&other.solid)
{
if(!walkmove(other.angles_y,1,TRUE))
{
dprint("can't walk\n");
self.velocity=(other.velocity+self.velocity)*0.5;
self.frags=time+0.01;
}
if(self.flags&FL_ONGROUND)
{
self.movetype=MOVETYPE_BOUNCEMISSILE;//movetype_slide- no friction
self.flags-=FL_ONGROUND;
}
}
}
*/
/*QUAK-ED obj_boulder (0.3 0.1 0.6) (-32 -32 -32) (32 32 32)
A big freaking rock
-------------------------FIELDS-------------------------
health = 75
mass = 25
--------------------------------------------------------
*/
/*
void obj_boulder (void)
{
precache_model2("models/boulder.mdl");
CreateEntityNew(self,ENT_BOULDER,"models/boulder.mdl",chunk_death);
self.flags = self.flags | FL_PUSH;
self.touch = obj_push;
// self.think=boulder_fall;
// self.nextthink=time+0.1;
}
*/
/*QUAKED obj_sword (0.3 0.1 0.6) (-16 -16 -8) (16 16 8)
A sword
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/
void obj_sword (void)
{
precache_model("models/sword.mdl");
CreateEntityNew(self,ENT_SWORD,"models/sword.mdl",chunk_death);
if(self.targetname)
self.use=chunk_death;
}
/*
void BalBoltStick (void)
{
vector dir;
self.velocity='0 0 0';
self.movetype=MOVETYPE_NONE;
self.solid=SOLID_BBOX;
self.takedamage=DAMAGE_YES;
if (!self.health)
self.health=10;
self.th_die=chunk_death;
makevectors(self.angles);
dir=normalize(v_forward);
if(pointcontents(self.origin+dir*24)!=CONTENT_SOLID)
remove(self);
}
*/
void BalBoltTouch (void)
{
if(other.takedamage)
{
//FIXME: Sound
vector dir;
if(other!=self.goalentity&&self.velocity!='0 0 0')
{
self.goalentity=other;
dir=normalize(self.velocity);
traceline(self.origin-dir*25,self.origin+dir*25,FALSE,self);
if(other.thingtype==THINGTYPE_FLESH)
MeatChunks (trace_endpos,self.velocity*0.5+'0 0 200', 3,trace_ent);
SpawnPuff (trace_endpos, self.velocity*0.5+'0 0 200', self.dmg,trace_ent);
T_Damage(other,self,self.owner.enemy.enemy,self.dmg);
}
self.think=chunk_death;
thinktime self : 0.2;
if(other.solid==SOLID_BSP||normalize(self.velocity)!=self.movedir)
chunk_death();
}
else
chunk_death();
/*
self.touch=SUB_Null;
self.think=BalBoltStick;
self.nextthink=time+0.1;
}
else
{
//FIXME: Sound
vector dir;
makevectors(self.angles);
dir=normalize(v_forward);
self.dmg/=1.2;
if(self.movetype!=MOVETYPE_BOUNCE)
if(pointcontents(self.origin+dir*52)==CONTENT_SOLID)
{
setorigin(self,self.origin+dir*8);
self.avelocity=self.velocity='0 0 0';
self.touch=SUB_Null;
self.movetype=MOVETYPE_NONE;
self.dmg=0;
self.think=SUB_Remove;
self.nextthink=time + 2;
}
else
{
self.movetype=MOVETYPE_BOUNCE;
self.avelocity=RandomVector('360 360 360');
}
}
*/
}
void FireBalBolt (void)
{
vector org;
newmis=spawn();
newmis.owner=self;
makevectors(self.angles);
org=self.origin+self.proj_ofs+v_forward*10;
if(self.spawnflags&SPAWNFLAG_BALLISTA_TRACK)
{
newmis.velocity=normalize((self.enemy.absmax+self.enemy.absmin)*0.5-org)*1000;
}
else
{
newmis.velocity=normalize(self.view_ofs-org)*1000;
traceline(org,org+newmis.velocity,FALSE,self);
if(trace_ent!=self.goalentity&&self.goalentity.health)
newmis.velocity=normalize((self.goalentity.absmin+self.goalentity.absmax)*0.5-org)*1000;
/* if(deathmatch)
{
newmis.think=Missile_Arc;
newmis.nextthink=time+0.2;
}
*/
}
newmis.movedir=normalize(newmis.velocity);
newmis.movetype=MOVETYPE_FLYMISSILE;
newmis.solid=SOLID_PHASE;
newmis.thingtype=THINGTYPE_WOOD;
newmis.touch=BalBoltTouch;
newmis.angles=vectoangles(newmis.velocity);
newmis.avelocity_z=500;
newmis.dmg=self.dmg;
newmis.goalentity=newmis;
setmodel(newmis,"models/balbolt.mdl");
setsize(newmis,'0 0 0','0 0 0');
setorigin(newmis,org);
}
void()ballista_think;
void() ballista_fire = [++ 1 .. 30 ]
{
if (self.frame == 2)
sound (self, CHAN_WEAPON, "weapons/ballista.wav", 1, ATTN_NORM);
else if (self.frame==4)
FireBalBolt();
else if (self.frame == 15)
sound (self, CHAN_WEAPON, "weapons/ballwind.wav", 1, ATTN_NORM);
if(cycle_wrapped)
{
self.frame=0;
self.last_attack=time;
if(self.spawnflags&SPAWNFLAG_BALLISTA_TRACK)
self.think=ballista_think;
else
self.think=SUB_Null;
// return;
// else if(self.oldthink)
// {
// self.think=self.oldthink;
// self.nextthink=time+1;
// }
}
};
void ballista_think()
{
entity targ;
float pitchmod,checklooped,bestdist,lastdist;
vector my_pitch, ideal_pitch;
if(!self.enemy||!visible(self.enemy)||!self.enemy.flags2&FL_ALIVE&&!self.enemy.artifact_active&ART_INVISIBILITY&&!self.enemy.artifact_active&ART_INVINCIBILITY)
{
// dprint("looking\n");
self.enemy=targ = world;
bestdist=9999;
while(!checklooped)
{
targ = find (targ, classname, "player");
if(visible(targ)&&targ.flags2&FL_ALIVE&&!targ.artifact_active&ART_INVISIBILITY&&!targ.artifact_active&ART_INVINCIBILITY)
{
lastdist=vlen(targ.origin-self.origin);
if(lastdist<bestdist)
{
// dprint("acquired one\n");
bestdist=lastdist;
self.enemy=targ;
}
}
if(targ==world)
checklooped=TRUE;
}
}
if (self.enemy)
{
// dprint("tracking\n");
//Yaw
enemy_yaw = vectoyaw(self.enemy.origin - self.origin);
ai_attack_face();
//Pitch
makevectors(self.angles);
my_pitch=normalize(v_forward);
ideal_pitch=normalize(self.enemy.origin-self.origin);
ideal_pitch=vectoangles(ideal_pitch);
if(ideal_pitch_z>my_pitch_z)
{
if(ideal_pitch_z-my_pitch_z>self.count)
pitchmod=self.count;
else
pitchmod=ideal_pitch_z-my_pitch_z;
self.angles_z+=pitchmod;
}
else if(ideal_pitch_z<my_pitch_z)
{
if(my_pitch_z-ideal_pitch_z>self.count)
pitchmod=self.count;
else
pitchmod=my_pitch_z-ideal_pitch_z;
self.angles_z-=pitchmod;
}
if(self.last_attack+self.speed<time)
if(visible(self.enemy))
if(infront(self.enemy))
{
if(random()<0.2)
ballista_fire();
}
}
self.nextthink = self.ltime + 0.1;
self.think = ballista_think;
}
/*QUAKED obj_ballista (0.3 0.1 0.6) (-45 -45 0) (45 45 60) SPAWNFLAG_BALLISTA_TRACK
A ballista which is animated to shoot an arrow
-------------------------FIELDS-------------------------
health = default = 0 (indestructable)
cnt = degrees of pitch off the starting point pos & neg (default = 30)
count = degrees per movement (default = 5)
dmg = amount of damage projectile will do (default = 50)
speed = delay, in seconds, between firings (higher number means longer wait) (default = 5)
--------------------------------------------------------
*/
void obj_ballista (void)
{
precache_model("models/ballista.mdl");
precache_model("models/balbolt.mdl");
precache_sound ("weapons/ballista.wav"); // firing
precache_sound ("weapons/ballwind.wav"); // ballista winding back to fire
if(!self.mass)
self.mass=1000;
CreateEntityNew(self,ENT_BALLISTA,"models/ballista.mdl",chunk_death);
self.hull=HULL_SCORPION;//HYDRA;
if (!self.cnt)
self.cnt = 30;
if (!self.count)
self.count = 5;
if(!self.health)
self.takedamage=DAMAGE_NO;
if(!self.dmg)
self.dmg = 50;
if(!self.speed)
self.speed = 5;
self.oldorigin = self.angles;
if (self.spawnflags & SPAWNFLAG_BALLISTA_TRACK)
{
self.yaw_speed = self.count;
self.th_missile = ballista_fire;
self.think = ballista_think;
self.nextthink = time + 0.5;
self.last_attack=time+0.5;
}
self.th_weapon = ballista_fire;
self.view_ofs=self.proj_ofs='0 0 48';
// self.use = ballista_use;
}
// Knocks you back if in it's way
void bell_attack(float anim)
{
vector spot1,spot2,bell_angle;
if (!anim)
bell_angle = self.v_angle;
else
{
bell_angle = self.v_angle;
bell_angle_y = self.v_angle_y - 180;
}
makevectors (bell_angle);
spot1 = self.origin + '0 0 -180'; // from the bottom of the bell
spot2 = spot1 + v_forward * 150;
tracearea (spot1,spot2,'-80 -80 0','80 80 64',FALSE,self);
if (trace_fraction == 1.0)
return;
if (trace_ent.takedamage)
{
sound (self, CHAN_WEAPON, "weapons/gauntht1.wav", 1, ATTN_NORM);
if (!trace_ent.movetype == MOVETYPE_NONE)
{
if(trace_ent.flags&FL_ONGROUND)
trace_ent.flags = trace_ent.flags - FL_ONGROUND;
trace_ent.velocity = trace_ent.origin - self.origin;
trace_ent.velocity_z = 280;
}
}
}
void bell_smallring (void) [++ 31 .. 51]
{
self.nextthink = time + HX_FRAME_TIME + HX_FRAME_TIME + HX_FRAME_TIME;
if (cycle_wrapped)
{
self.frame = 0;
self.nextthink = time - 1;
self.think = SUB_Null;
}
}
void bell_bigring (void) [++ 0 .. 30]
{
self.nextthink = time + HX_FRAME_TIME + HX_FRAME_TIME + HX_FRAME_TIME;
if (self.frame == 2)
{
sound (self, CHAN_VOICE, "misc/bellring.wav", 1, ATTN_IDLE);
bell_attack(0);
}
if (self.frame == 8)
{
sound (self, CHAN_VOICE, "misc/bellring.wav", 1, ATTN_IDLE);
bell_attack(1);
}
if (cycle_wrapped)
{
self.frame = 0;
self.nextthink = time - 1;
self.think = SUB_Null;
}
}
void bell_ring (void)
{
if (self.frame != 0)
return;
if ((self.last_health - self.health) < 20)
bell_smallring();
else
bell_bigring();
self.last_health = self.health;
}
/*QUAKED obj_bell (0.3 0.1 0.6) (-100 -100 -210) (100 100 8)
A big bell that rings when hit.
-------------------------FIELDS-------------------------
health = 250
--------------------------------------------------------
*/
void obj_bell (void)
{
precache_sound("misc/bellring.wav");
precache_model("models/bellring.mdl");
CreateEntityNew(self,ENT_BELL,"models/bellring.mdl",chunk_death);
self.last_health = self.health;
self.th_pain = bell_ring;
self.use = bell_bigring;
}
/*QUAKED brush_pushable (0.3 0.1 0.6) ?
A brush the player can push
-------------------------FIELDS-------------------------
mass - (default 5)
--------------------------------------------------------
*/
void brush_pushable()
{
self.max_health = self.health;
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_PUSHPULL;
setorigin (self, self.origin);
setmodel (self, self.model);
self.classname="pushable brush";
self.touch = obj_push;
self.hull = HULL_SCORPION;//HULL_BIG;
setsize(self,self.mins,self.maxs);
if(!self.mass)
self.mass = 5;
}
void statue_death (void)
{
if (self.enemy) // The head must die first
{
self.enemy.nextthink = time + .01;
self.enemy.think = chunk_death;
chunk_death();
}
else
chunk_death();
}
/*QUAKED obj_statue_mummy_head (0.3 0.1 0.6) (-16 -16 -26) (16 16 160)
Statue of the nubis head
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void() obj_statue_mummy_head =
{
precache_model2("models/mhdstatu.mdl");
CreateEntityNew(self,ENT_STATUE_MUMMYHEAD,"models/mhdstatu.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
self.drawflags += SCALE_ORIGIN_BOTTOM;
};
/*QUAKED obj_statue_mummy (0.3 0.1 0.6) (-16 -16 0) (16 16 160)
Statue of the mummy monster
-------------------------FIELDS-------------------------
health = 200
mass = 150
--------------------------------------------------------
*/
void() obj_statue_mummy =
{
entity head;
head=spawn();
head.scale = self.scale;
if (self.scale)
{
head.origin_z = 132 * self.scale;
head.mass = 150 * self.scale;
}
else
{
head.origin_z = 132;
}
head.origin += self.origin;
head.angles = self.angles;
self.enemy = head;
precache_model2 ("models/mumstatu.mdl");
CreateEntityNew(self,ENT_STATUE_MUMMY_BODY,"models/mumstatu.mdl",statue_death);
self.drawflags += SCALE_ORIGIN_BOTTOM;
precache_model2 ("models/mhdstatu.mdl");
CreateEntityNew(head,ENT_STATUE_MUMMY_HEAD,"models/mhdstatu.mdl",statue_death);
head.health = self.health;
head.drawflags += SCALE_ORIGIN_BOTTOM;
};
/*QUAKED obj_pot1 (0.3 0.1 0.6) (-24 -24 0) (24 24 50)
A clay pot with handles
-------------------------FIELDS-------------------------
health = 10
mass = 100;
worldspawn worldtype determines which skin texture gets used
--------------------------------------------------------
*/
void obj_pot1 (void)
{
precache_model("models/pot1.mdl");
if (world.worldtype==WORLDTYPE_CASTLE)
self.skin = 0;
else if (world.worldtype==WORLDTYPE_EGYPT)
self.skin = 1;
else if (world.worldtype==WORLDTYPE_MESO)
self.skin = 2;
else if (world.worldtype==WORLDTYPE_ROMAN)
self.skin = 3;
CreateEntityNew(self,ENT_POT1,"models/pot1.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
self.drawflags += SCALE_ORIGIN_BOTTOM;
if(self.targetname)
self.use=chunk_death;
}
/*QUAKED obj_pot2 (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
A pot with gently curved sides
-------------------------FIELDS-------------------------
health = 10
mass = 100;
worldspawn worldtype determines which skin texture gets used
--------------------------------------------------------
*/
void obj_pot2 (void)
{
precache_model("models/pot2.mdl");
if (world.worldtype==WORLDTYPE_CASTLE)
self.skin = 0;
else if (world.worldtype==WORLDTYPE_EGYPT)
self.skin = 1;
else if (world.worldtype==WORLDTYPE_MESO)
self.skin = 2;
else if (world.worldtype==WORLDTYPE_ROMAN)
self.skin = 3;
CreateEntityNew(self,ENT_POT2,"models/pot2.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
self.drawflags += SCALE_ORIGIN_BOTTOM;
if(self.targetname)
self.use=chunk_death;
}
/*QUAKED obj_pot3 (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
A pot with a sharply curved sides
-------------------------FIELDS-------------------------
health = 10
mass = 100;
worldspawn worldtype determines which skin texture gets used
--------------------------------------------------------
*/
void obj_pot3 (void)
{
precache_model("models/pot3.mdl");
if (world.worldtype==WORLDTYPE_CASTLE)
self.skin = 0;
else if (world.worldtype==WORLDTYPE_EGYPT)
self.skin = 1;
else if (world.worldtype==WORLDTYPE_MESO)
self.skin = 2;
else if (world.worldtype==WORLDTYPE_ROMAN)
self.skin = 3;
CreateEntityNew(self,ENT_POT3,"models/pot3.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
self.drawflags += SCALE_ORIGIN_BOTTOM;
if(self.targetname)
self.use=chunk_death;
}
/*QUAKED obj_statue_tut (0.3 0.1 0.6) (-36 -36 0) (36 36 248)
An Egyptian statue of a guy with a flat head hat
-------------------------FIELDS-------------------------
health = 1000
mass = 2000
--------------------------------------------------------
*/
void obj_statue_tut (void)
{
precache_model2("models/tutstatu.mdl");
CreateEntityNew(self,ENT_STATUE_TUT,"models/tutstatu.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
self.drawflags += SCALE_ORIGIN_BOTTOM;
}
/*QUAKED obj_flag (0.3 0.1 0.6) (-16 -16 0) (16 16 160)
A flag that wave in the breeze
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/
void obj_flag (void)
{
precache_model("models/flag.mdl");
CreateEntityNew(self,ENT_FLAG,"models/flag.mdl",chunk_death);
// self.frame = random(0,40);
}
/*QUAKED obj_statue_snake (0.3 0.1 0.6) (-16 -16 0) (16 16 80) INVINCIBLE
The front of a snake
INVINCIBLE = Won't take damage
-------------------------FIELDS-------------------------
defaults:
health = 100
mass = 200;
--------------------------------------------------------
*/
void obj_statue_snake (void)
{
precache_model2("models/snkstatu.mdl");
CreateEntityNew(self,ENT_STATUE_SNAKE,"models/snkstatu.mdl",chunk_death);
if(self.spawnflags&1)
{
self.health=0;
self.takedamage=DAMAGE_NO;
}
}
/*QUAKED obj_hedge1 (0.3 0.1 0.6) (-16 -16 0) (16 16 80)
A hedge that looks like an X-mas tree
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/
void obj_hedge1 (void)
{
precache_model2("models/hedge1.mdl");
CreateEntityNew(self,ENT_HEDGE1,"models/hedge1.mdl",chunk_death);
}
/*QUAKED obj_hedge2 (0.3 0.1 0.6) (-16 -16 0) (16 16 80)
A hedge that is square and of medium height
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/
void obj_hedge2 (void)
{
precache_model2("models/hedge2.mdl");
CreateEntityNew(self,ENT_HEDGE2,"models/hedge2.mdl",chunk_death);
}
/*QUAKED obj_hedge3 (0.3 0.1 0.6) (-16 -16 0) (16 16 80)
A hedge that is tall and thin
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/
void obj_hedge3 (void)
{
precache_model2("models/hedge3.mdl");
CreateEntityNew(self,ENT_HEDGE3,"models/hedge3.mdl",chunk_death);
}
/*QUAKED obj_fountain (0.3 0.1 0.6) (-24 -24 0) (24 24 80)
A water fountain
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/
void obj_fountain (void)
{
precache_model2("models/fountain.mdl");
CreateEntityNew(self,ENT_FOUNTAIN,"models/fountain.mdl",chunk_death);
}
/*QUAKED obj_book_open (0.3 0.1 0.6) (-8 -8 0) (8 8 10)
A book that is open
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_book_open (void)
{
precache_model("models/bookopen.mdl");
CreateEntityNew(self,ENT_BOOKOPEN,"models/bookopen.mdl",chunk_death);
if(self.targetname)
self.use=chunk_death;
}
/*QUAKED obj_book_closed (0.3 0.1 0.6) (-8 -8 0) (8 8 10)
A book that is closed
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_book_closed (void)
{
precache_model("models/bookclos.mdl");
CreateEntityNew(self,ENT_BOOKCLOSED,"models/bookclos.mdl",chunk_death);
if(self.targetname)
self.use=chunk_death;
}
/*QUAKED obj_fence (0.3 0.1 0.6) (-26 -26 0) (26 26 70)
A section of fence
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_fence (void)
{
precache_model3("models/fence.mdl");
CreateEntityNew(self,ENT_FENCE,"models/fence.mdl",chunk_death);
}
/*QUAKED obj_bush1 (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
A small round bush
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_bush1 (void)
{
precache_model("models/bush1.mdl");
CreateEntityNew(self,ENT_BUSH1,"models/bush1.mdl",chunk_death);
}
/*QUAKED obj_tombstone1 (0.3 0.1 0.6) (-24 -24 0) (24 24 60)
A tombstone in the shape of a cross
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_tombstone1 (void)
{
precache_model("models/tombstn1.mdl");
CreateEntityNew(self,ENT_TOMBSTONE1,"models/tombstn1.mdl",chunk_death);
}
/*QUAKED obj_tombstone2 (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
A tombstone with a rounded top
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_tombstone2 (void)
{
precache_model("models/tombstn2.mdl");
CreateEntityNew(self,ENT_TOMBSTONE2,"models/tombstn2.mdl",chunk_death);
}
/*QUAKED obj_statue_angel (0.3 0.1 0.6) (-60 -60 0) (60 60 120)
A statue of Xena in all her glory, sorry - just wishful thinking. It's a statue of an angle praying.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_statue_angel (void)
{
precache_model("models/anglstat.mdl");
CreateEntityNew(self,ENT_STATUE_ANGEL,"models/anglstat.mdl",chunk_death);
}
void webs_think (void) [++ 1 .. 100]
{
if(self.spawnflags&8)
{
self.touch=SUB_Null;
if(cycle_wrapped)
{
self.touch=webs_think;
self.nextthink=-1;
}
}
}
void webs_touch ()
{
//Make sticky? Bouncy?
if(!other.movetype||other.movetype==MOVETYPE_PUSHPULL||other.classname==self.classname)
return;
if(!other.flags&FL_ONGROUND)
other.flags+=FL_ONGROUND;
}
void webs_death (void)
{
if(!other.movetype||other.movetype==MOVETYPE_PUSHPULL||other.classname==self.classname)
return;
chunk_death();
}
/*QUAKED obj_webs (0.3 0.1 0.6) (-25 -25 -25) (25 25 25) SOLID ANIMATE WEAK TOUCHMOVE FLAT NOTRANS
Big webby stuff.
Origin is in the center.
Note that the web is only 46 wide and 2 or 3 pixels thick, and 50 tall.
SOLID = Make it so you can walk on it and not pass though it.
ANIMATE = give it a slight constant animation so it looks like it's being moved by a breeze. Looks best on cobwebs and corner web.
WEAK = This will make it break apart upon touch.
TOUCHMOVE = Will cycle through it's animation once only when touched, not meant to be used with any other spawnflag
FLAT = Meant to be used with solid, this will lay it out flat (all you have to do then is give it it's yaw angle) and adjust the bounding box size so it can be walked on.
NOTRANS = No translucency, totally solid coloring
FEILDS:
-----------------------------
abslight = Spiderwebs may need to be brighter or darker than their surroundings to look best.
health = default is 0, which means it won't take damage, otherwise, you can shoot it away or, if it has low health, you can break it by landing very hard on it
Note: 'WEAK' and 'TOUCHMOVE' and 'health' conflict...
skin = default is 0
0 = many little spider webs
1 = corner web, will appear in right side of the front of the box.
2 = cobwebs, light and very nice looking
3 = One giant web
4 = One big-ass web, 15 times normal size.
scale = scale it up or down, note that this defaults to 1, and the maximum is 2.5
THESE ANGLES ARE RELATIVE TO IT'S FRONT (given by angle at bottom)
v_angle_x = how much pitch to tilt it front-back
v_angle_y = how much yaw to turn it (same as angle field at bottom)
v_angle_z = how much roll to tilt it sideways
These can also be entered in one field, such as:
v_angle = 0 0 0 (x, y, z)
-----------------------------
*/
void obj_webs (void)
{
if(self.skin==4)
{
precache_model2("models/megaweb.mdl");
CreateEntityNew(self,ENT_WEB,"models/megaweb.mdl",chunk_death);
self.skin=0;
}
else
{
precache_model3("models/webs.mdl");
CreateEntityNew(self,ENT_WEB,"models/webs.mdl",chunk_death);
}
if(!self.angles_y)
self.angles=self.v_angle;
else
{
self.angles_x=self.v_angle_x;
self.angles_z=self.v_angle_z;
}
if(self.health)
{
self.takedamage=DAMAGE_YES;
self.solid=SOLID_TRIGGER;
}
if(self.spawnflags&1)
{
self.solid=SOLID_BBOX;
self.touch=webs_touch;
}
if(self.spawnflags&4)
{
if(!self.solid)
self.solid=SOLID_TRIGGER;
self.touch = webs_death;
}
if(self.spawnflags&8)
{
if(!self.solid)
self.solid=SOLID_TRIGGER;
self.touch = webs_think;
}
if(self.spawnflags&16)
{
self.angles_x=90;
self.angles_z=0;
setsize(self,'-25 -25 -2','25 25 2');
}
if(!self.spawnflags&32)
self.drawflags(+)DRF_TRANSLUCENT;
setorigin(self,self.origin);
if(self.spawnflags&2)
{
self.think=webs_think;
self.nextthink=time;
}
}
/*QUAKED obj_corpse1 (0.3 0.1 0.6) (-32 -32 0) (32 32 10)
A body laying face down
-------------------------FIELDS-------------------------
health = 20
mass = 200;
skin = determines the skin of the model
0 - burnt, nude guy
1 - normal, nude guy
2 - yucky diseased, nude guy
3 - wound in back, has on pants
--------------------------------------------------------
*/
void obj_corpse1 (void)
{
precache_model3("models/corps1.mdl");
CreateEntityNew(self,ENT_CORPSE1,"models/corps1.mdl",chunk_death);
self.use = chunk_death;
}
/*QUAKED obj_corpse2 (0.3 0.1 0.6) (-32 -32 0) (32 32 10)
A body laying face up
-------------------------FIELDS-------------------------
health = 20
mass = 200;
skin = determines the skin of the model
0 - shoulder and facial wounds
1 - clawed chest
2 - stomach wound
3 - just dead
4 - webbed
--------------------------------------------------------
*/
void obj_corpse2 (void)
{
precache_model("models/corps2.mdl");
CreateEntityNew(self,ENT_CORPSE2,"models/corps2.mdl",chunk_death);
self.use = chunk_death;
}
void cauldron_run (void)
{
vector spot1;
spot1= self.origin;
spot1_z= self.origin_z + 35;
CreateWhiteSmoke(spot1,'0 0 8',HX_FRAME_TIME * 2);
self.think = cauldron_run;
self.nextthink = time + random(0.5,1.5);
}
/*QUAKED obj_cauldron (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
A cauldron
-------------------------FIELDS-------------------------
health = 50
mass = 15
--------------------------------------------------------
*/
void obj_cauldron (void)
{
precache_model("models/cauldron.mdl");
CreateEntityNew(self,ENT_CAULDRON,"models/cauldron.mdl",chunk_death);
self.touch = obj_push;
self.flags = self.flags | FL_PUSH;
self.drawflags += SCALE_ORIGIN_BOTTOM;
self.think = cauldron_run;
self.nextthink = time + random(0.5,1.5);
}
/*QUAKED obj_skullstick (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
A skull on a stick - mmm,mmm, good
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_skullstick (void)
{
precache_model2("models/skllstk1.mdl");
CreateEntityNew(self,ENT_SKULLSTICK,"models/skllstk1.mdl",chunk_death);
}
/*QUAKED obj_skull_stick2 (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
Two skulls on a stick
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_skull_stick2 (void)
{
precache_model2("models/skllstk2.mdl");
CreateEntityNew(self,ENT_SKULLSTICK,"models/skllstk2.mdl",chunk_death);
}
/*QUAKED obj_ice (0 0 1) ? NOTRANS
Slippery, slidey ice
NOTRANS = No translucency
-------------------------FIELDS-------------------------
health = default = 20
friction = default is 0.2, 0 is none, 1 is normal, 10 is max
abslight = default is 0.5
--------------------------------------------------------
*/
void ice_touch (void)
{
if(random()>self.friction)
other.flags(-)FL_ONGROUND;
}
/*
void ice_slab_melt (void)
{
if(self.scale>0.05)
{
self.scale-=0.05;
setsize(self,self.mins*0.9,self.maxs*0.9);
thinktime self : 0.1;
}
else
remove(self);
}
*/
void obj_ice (void)
{
//thingtype_ice, need ice chunks
/* if(self.flags2&FL_SUMMONED)
{
//Make pushable, floating?!
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
self.drawflags(+)SCALE_TYPE_XYONLY;
self.scale = 1;
self.think = ice_slab_melt;
thinktime self : 10;
}
else
*/ {
self.solid = SOLID_BSP;
self.movetype = MOVETYPE_PUSH;
}
self.takedamage=DAMAGE_YES;
self.thingtype = THINGTYPE_ICE;
setorigin (self, self.origin);
setmodel (self, self.model);
self.frozen=TRUE;
self.classname="ice";
self.use = chunk_death;
self.drawflags+=MLS_ABSLIGHT;
if(!self.abslight)
self.abslight = 0.75;
if(!self.spawnflags&1)
self.drawflags+=DRF_TRANSLUCENT;
if(!self.health)
self.health = 20;
self.max_health = self.health;
if(!self.friction)
self.friction = 0.2;
// self.touch = friction_change_touch;
self.touch = ice_touch;
self.th_die = chunk_death;
}
/*QUAKED obj_beefslab (0.3 0.1 0.6) (-16 -16 0) (16 16 40)
A slab of beef.
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/
void obj_beefslab (void)
{
precache_model3("models/beefslab.mdl");
CreateEntityNew(self,ENT_BEEFSLAB,"models/beefslab.mdl",chunk_death);
}
/*QUAKED obj_seaweed (0.3 0.1 0.6) (-8 -8 0) (8 8 32)
An animate seaweed that sways from side to side.
-------------------------FIELDS-------------------------
health = 10
--------------------------------------------------------
*/
void obj_seaweed (void)
{
precache_model("models/seaweed.mdl");
CreateEntityNew(self,ENT_SEAWEED,"models/seaweed.mdl",chunk_death);
}
/*QUAKED obj_statue_lion (0.3 0.1 0.6) (-56 -14 0) (56 14 60)
Statue of a lion.
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_lion(void)
{
precache_model2("models/lion.mdl");
CreateEntityNew(self,ENT_STATUE_LION,"models/lion.mdl",chunk_death);
self.drawflags += SCALE_ORIGIN_BOTTOM;
}
void draglion_use () [++ 0 .. 34]
{//FIXME: sound?
if(cycle_wrapped)
chunk_death();
else if(self.frame==1)
sound(self,CHAN_VOICE,"fx/draglion.wav",1,ATTN_NORM);
}
/*QUAKED obj_statue_dragon_lion (0.3 0.1 0.6) (-25 -25 0) (25 25 62)
Statue of a dragon lion?
Animates a bit before it dies
Needs a sound?
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_dragon_lion(void)
{
precache_model4("models/draglion.mdl");
precache_sound4("fx/draglion.wav");
CreateEntityNew(self,ENT_DRAGLION,"models/draglion.mdl",draglion_use);
self.drawflags += SCALE_ORIGIN_BOTTOM;
self.use=draglion_use;
}
/*QUAKED obj_statue_athena(0.3 0.1 0.6) (-30 -30 0) (30 30 90)
Statue of a Athena
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_athena (void)
{
precache_model2("models/athena.mdl");
CreateEntityNew(self,ENT_STATUE_ATHENA,"models/athena.mdl",chunk_death);
self.drawflags += SCALE_ORIGIN_BOTTOM;
}
/*QUAKED obj_statue_neptune(0.3 0.1 0.6) (-30 -30 0) (30 30 100)
Statue of Neptune (I think)
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_neptune (void)
{
precache_model2("models/neptune.mdl");
CreateEntityNew(self,ENT_STATUE_NEPTUNE,"models/neptune.mdl",chunk_death);
self.drawflags += SCALE_ORIGIN_BOTTOM;
}
/*QUAKED obj_bonepile(0.3 0.1 0.6) (-10 -10 0) (10 10 10)
A pile of bones. Uses the model of the puzzle keep1
-------------------------FIELDS-------------------------
health =
--------------------------------------------------------
*/
void obj_bonepile (void)
{
precache_model3("models/bonepile.mdl");
CreateEntityNew(self,ENT_BONEPILE,"models/bonepile.mdl",chunk_death);
self.use = chunk_death;
self.drawflags += SCALE_ORIGIN_BOTTOM;
}
/*QUAKED obj_statue_caesar(0.3 0.1 0.6) (-24 -24 0) (24 24 90)
Statue of a Caesar Romero
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_caesar (void)
{
precache_model2("models/caesar.mdl");
CreateEntityNew(self,ENT_STATUE_CAESAR,"models/caesar.mdl",chunk_death);
self.drawflags += SCALE_ORIGIN_BOTTOM;
}
/*QUAKED obj_statue_snake_coil (0.3 0.1 0.6) (-44 -44 0) (44 44 90)
Statue of a coiled snake (just like the one that comes to life) but this one doesn't come to life.
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_snake_coil (void)
{
precache_model2 ("models/snake.mdl");
CreateEntityNew(self,ENT_STATUE_SNAKE_COIL,"models/snake.mdl",chunk_death);
self.scale = .5;
self.drawflags += SCALE_ORIGIN_BOTTOM;
}
/*QUAKED obj_skull (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
A skull, suitable for over the fireplace or perhaps a colorful holiday display
-------------------------FIELDS-------------------------
health = 10
--------------------------------------------------------
*/
void obj_skull (void)
{
precache_model("models/skull.mdl");
CreateEntityNew(self,ENT_SKULL,"models/skull.mdl",chunk_death);
}
/*QUAKED obj_pew (0.3 0.1 0.6) (-16 -40 0) (16 40 50)
A church pew - like you might find in a church.
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/
void obj_pew (void)
{
precache_model("models/pew.mdl");
CreateEntityNew(self,ENT_PEW,"models/pew.mdl",chunk_death);
}
/*QUAKED obj_statue_olmec (0.3 0.1 0.6) (-40 -40 0) (40 40 130)
A olmec statue, of course. What the heck is an olmec?
-------------------------FIELDS-------------------------
health = 50
--------------------------------------------------------
*/
void obj_statue_olmec (void)
{
precache_model2("models/olmec1.mdl");
CreateEntityNew(self,ENT_STATUE_OLMEC,"models/olmec1.mdl",chunk_death);
}
/*QUAKED obj_statue_mars (0.3 0.1 0.6) (-30 -30 0) (30 30 80)
A statue of Mars.
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_mars (void)
{
precache_model2("models/mars.mdl");
CreateEntityNew(self,ENT_STATUE_MARS,"models/mars.mdl",chunk_death);
}
/*QUAKED obj_playerhead_paladin (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
The head of the paladin.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_playerhead_paladin (void)
{
precache_model("models/h_pal.mdl");
CreateEntityNew(self,ENT_PLAYERHEAD,"models/h_pal.mdl",chunk_death);
self.use=chunk_death;
}
/*QUAKED obj_playerhead_assassin (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
The head of the assassin.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_playerhead_assassin (void)
{
precache_model("models/h_ass.mdl");
CreateEntityNew(self,ENT_PLAYERHEAD,"models/h_ass.mdl",chunk_death);
self.use=chunk_death;
}
/*QUAKED obj_playerhead_necromancer (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
The head of the necromancer.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_playerhead_necromancer (void)
{
precache_model3("models/h_nec.mdl");
CreateEntityNew(self,ENT_PLAYERHEAD,"models/h_nec.mdl",chunk_death);
self.use=chunk_death;
}
/*QUAKED obj_playerhead_crusader (0.3 0.1 0.6) (-8 -8 0) (8 8 16)
The head of the crusader.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_playerhead_crusader (void)
{
precache_model3("models/h_cru.mdl");
CreateEntityNew(self,ENT_PLAYERHEAD,"models/h_cru.mdl",chunk_death);
self.use=chunk_death;
}
/*QUAKED obj_statue_king (0.3 0.1 0.6) (-30 -30 0) (30 30 120)
A statue of a king holding a sword in front of him.
-------------------------FIELDS-------------------------
health = 200
--------------------------------------------------------
*/
void obj_statue_king (void)
{
precache_model3("models/king.mdl");
CreateEntityNew(self,ENT_STATUE_KING,"models/king.mdl",chunk_death);
self.mins -= '0 0 80';
self.maxs -= '0 0 80';
setsize(self, self.mins, self.maxs);
}
/*QUAKED obj_plant_generic (0.3 0.1 0.6) (-10 -10 0) (10 10 20)
A generic plant that should have some kind of pot placed below it.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_plant_generic (void)
{
precache_model3("models/plantgen.mdl");
CreateEntityNew(self,ENT_PLANT_GENERIC,"models/plantgen.mdl",chunk_death);
}
/*QUAKED obj_plant_meso (0.3 0.1 0.6) (-10 -10 0) (10 10 40)
A generic plant that should have some kind of pot placed below it.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_plant_meso (void)
{
precache_model2("models/plantmez.mdl");
CreateEntityNew(self,ENT_PLANT_MESO,"models/plantmez.mdl",chunk_death);
}
/*QUAKED obj_plant_rome (0.3 0.1 0.6) (-24 -24 0) (24 24 90)
A plant for the Rome area.
-------------------------FIELDS-------------------------
health = 20
--------------------------------------------------------
*/
void obj_plant_rome (void)
{
precache_model2("models/plantrom.mdl");
CreateEntityNew(self,ENT_PLANT_ROME,"models/plantrom.mdl",chunk_death);
}
/*QUAKED obj_skeleton (0.3 0.1 0.6) (-37 -12 0) (37 12 11)
A skeleton laying face up, arms crossed
-------------------------FIELDS-------------------------
health = 20
mass = 200;
--------------------------------------------------------
*/
void obj_skeleton (void)
{
precache_model4("models/skeleton.mdl");
CreateEntityNew(self,ENT_SKELETON,"models/skeleton.mdl",chunk_death);
self.use = chunk_death;
}
/*QUAKED obj_stalagmite1 (0.3 0.1 0.6) (-10 -10 -17) (10 10 17)
A tall, thin stalagmite or stalactite
can be abslighted and scaled
Use translucency and scaling to make an icicle
-------------------------FIELDS-------------------------
health = 20
angles = x y z (pitch yaw roll)
--------------------------------------------------------
*/
void obj_stalagmite1 (void)
{
precache_model4("models/stlgmt1.mdl");
CreateEntityNew(self,ENT_STALAG1,"models/stlgmt1.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
if(self.spawnflags&1)
self.drawflags(+)DRF_TRANSLUCENT;
}
/*QUAKED obj_stalagmite2 (0.3 0.1 0.6) (-24 -24 -21) (24 24 21)
A thicker stalagmite or stalactite
can be abslighted and scaled
Use translucency and scaling to make an icicle
-------------------------FIELDS-------------------------
health = 40
angles = x y z (pitch yaw roll)
--------------------------------------------------------
*/
void obj_stalagmite2 (void)
{
precache_model4("models/stlgmt2.mdl");
CreateEntityNew(self,ENT_STALAG2,"models/stlgmt2.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
if(self.spawnflags&1)
self.drawflags(+)DRF_TRANSLUCENT;
}
/*QUAKED obj_snow_corner (0.3 0.1 0.6) (-41 -55 0) (41 55 65)
A corner pile of snow, faces south-east if using an angle of 0
can be abslighted and scaled
*/
void obj_snow_corner (void)
{
precache_model4("models/snowcrnr.mdl");
CreateEntityNew(self,ENT_SNOW_CORNER,"models/snowcrnr.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
makestatic(self);
}
/*QUAKED obj_snow_pile (0.3 0.1 0.6) (-52 -52 0) (52 52 16)
pile of snow
can be abslighted and scaled
*/
void obj_snow_pile (void)
{
precache_model4("models/snowpile.mdl");
CreateEntityNew(self,ENT_SNOW_PILE,"models/snowpile.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
makestatic(self);
}
/*QUAKED obj_snow_wall (0.3 0.1 0.6) (-83 -83 0) (83 83 45)
A wide wall of now of snow, faces east if using an angle of 0
can be abslighted and scaled
*/
void obj_snow_wall (void)
{
precache_model4("models/snowwall.mdl");
CreateEntityNew(self,ENT_SNOW_WALL,"models/snowwall.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
makestatic(self);
}
/*QUAKED obj_chinese_kite_lamp (0.3 0.1 0.6) (-22 -22 -120) (22 22 0)
Hnaging chinese kite lamp or something
*/
void obj_chinese_kite_lamp (void)
{
precache_model4("models/ch-kite.mdl");
CreateEntityNew(self,ENT_CH_KITE,"models/ch-kite.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_TOP;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
}
/*QUAKED obj_chinese_sign (0.3 0.1 0.6) (-48 -48 -66) (48 48 0)
Hanging chinese sign or something
*/
void obj_chinese_sign (void)
{
precache_model4("models/ch-hang.mdl");
CreateEntityNew(self,ENT_CH_HANG,"models/ch-hang.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_TOP;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
}
/*QUAKED obj_demon_statue (0.3 0.1 0.6) (-16 -16 0) (16 16 44)
demoness statue?
*/
void obj_demon_statue (void)
{
precache_model4("models/demstat.mdl");
CreateEntityNew(self,ENT_DEMSTAT,"models/demstat.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
}
/*QUAKED obj_samurai (0.3 0.1 0.6) (-32 -32 0) (32 32 72)
sam the statue
frame - '0' is pose 1
'1' is pose 2
*/
void obj_samurai (void)
{
precache_model4("models/samurai.mdl");
CreateEntityNew(self,ENT_SAMURAI,"models/samurai.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
}
void shiva_dance () [++ 1 .. 30]
{
thinktime self : 0.1;
if(cycle_wrapped)
if(!self.aflag)
self.aflag=TRUE;
else
{
self.frame=0;
self.aflag=FALSE;
self.nextthink=-1;
}
else if(self.frame==1)
sound(self,CHAN_VOICE,"fx/shiva.wav",1,ATTN_NORM);
}
/*QUAKED obj_shiva (0.3 0.1 0.6) (-32 -32 0) (32 32 72)
4 armed lady with hip action
*/
void obj_shiva (void)
{
precache_model4("models/4arm.mdl");
precache_sound4("fx/shiva.wav");
CreateEntityNew(self,ENT_SHIVA,"models/4arm.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
self.use=shiva_dance;
}
/*QUAKED obj_book_o_the_dead (0.3 0.1 0.6) (-10 -10 0) (10 10 4)
Book O' The Dead
*/
void obj_book_o_the_dead (void)
{
precache_model4("models/openbook.mdl");
CreateEntityNew(self,ENT_BOTD,"models/openbook.mdl",chunk_death);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
self.drawflags(+)MLS_ABSLIGHT;
}
float td_spr_max = 5;
void talking_door_die(void)[-- 5 .. 0]
{
if (self.frame == 1)
{
self.drawflags (+) DRF_TRANSLUCENT;
}
if (self.frame == 0)
{
self.think = SUB_Remove;
self.nextthink = time + 0.05;
}
}
void talking_door_talk2(void)
{
sound(self,CHAN_VOICE,self.noise,1,ATTN_NONE);
self.think = talking_door_die;
thinktime self : 2;
}
void talking_door_talk(void)
{
sound(self,CHAN_VOICE,self.noise,1,ATTN_NONE);
self.noise = self.noise1;
self.think = SUB_Null;
self.nextthink = 0;
}
void talking_door_animate (void)[++ 0 .. 5]
{
if (self.frame == 5)
{
self.use = talking_door_talk2;
self.think = talking_door_talk;
self.nextthink = 1;
return;
}
thinktime self : 0.1;
}
void talking_door_use (void)
{
setmodel (self, "models/face.spr");
setsize (self, '0 0 0','0 0 0');//-32 -32 -16','32 32 16');
// self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
self.use = talking_door_die;
self.think = talking_door_animate;
thinktime self : 0.1;
}
/*QUAKED obj_talking_door (0.3 0.1 0.6) (-16 -16 -10) (16 16 10)
Talking door animation
-------------------------FIELDS-------------------------
netname: name of target to movechain to
--------------------------------------------------------
*/
void obj_talking_door(void)
{
precache_model4("models/face.spr");
setmodel (self, "models/null.spr");
self.solid = SOLID_NOT;
self.noise = "doorhead/notyet.wav";
self.noise1 = "doorhead/donewell.wav";
precache_sound4("doorhead/notyet.wav");
precache_sound4("doorhead/donewell.wav");
self.th_die = SUB_Null;
self.use= talking_door_use;
self.angles += '0 180 0';
setsize (self, '0 0 0','0 0 0');//-32 -32 -16','32 32 16');
}
/*QUAKED obj_skeleton_throne (0.3 0.1 0.6) (-33 -33 -0) (33 33 115)
Frickin' kick-ass Skeletal King on his Throne O' Bones!
Tell me Hexen 2 isn't the best looking game in the world!
*/
void skeleton_throne_use ()
{
self.movechain.frame=1;
}
void obj_skeleton_throne (void)
{
entity sk_king,box2,box3;
precache_model4("models/throne.mdl");
precache_model4("models/sk-throne.mdl");
CreateEntityNew(self,ENT_SKELTHRN,"models/throne.mdl",SUB_Null);
self.drawflags(+)SCALE_ORIGIN_BOTTOM;
self.use=skeleton_throne_use;
sk_king=spawn();
self.movechain=sk_king;
setmodel(sk_king,"models/sk-throne.mdl");
setsize(sk_king,'0 0 0','0 0 0');
setorigin(sk_king,self.origin);
sk_king.angles=self.angles;
sk_king.drawflags(+)SCALE_ORIGIN_BOTTOM;
if(self.abslight)
{
self.drawflags(+)MLS_ABSLIGHT;
sk_king.abslight=self.abslight;
sk_king.drawflags(+)MLS_ABSLIGHT;
}
makevectors(self.angles);
box2=spawn();
box2.solid=SOLID_BBOX;
setsize(box2,'-26 -26 0','26 26 36');
setorigin(box2,self.origin-v_forward*7);
box3=spawn();
box3.solid=SOLID_BBOX;
if(self.angles_y==0||self.angles_y==180)
setsize(box3,'-4 -30 0','4 30 115');
else
setsize(box3,'-30 -4 0','30 4 115');
setorigin(box3,self.origin-v_forward*29);
}
void nate_touch(void)
{
}
void nate_think(void)
{
local float damage;
if (self.attack_finished < time && !self.count)
{
self.count = 1;
damage = 100000 - self.health;
dprintf("Totaled %s points of damage... hit me again!\n", damage);
self.health = 100000;
}
self.think = nate_think;
thinktime self : 0.1;
}
void nate_pain(entity attacker, float total_damage)
{
self.attack_finished = time + 3;
self.count = 0;
dprintf("Ouch! I took %s points of damage!\n", total_damage);
}
/*QUAKED NATE_9000 (0.3 0.1 0.6) (-33 -33 -0) (33 33 115)
Nefariously
Anal
Test
Entity
*/
void NATE_9000 (void)
{
self.classname = "NATE 9000";
precache_model("models/sheep.mdl");
setmodel(self, "models/sheep.mdl");
setsize(self, '-30 -30 -30', '30 30 30');
self.movetype = MOVETYPE_NONE;
self.solid = SOLID_SLIDEBOX;
self.takedamage = DAMAGE_YES;
self.health = 100000;
self.colormap = 199;
self.scale = 0.5;
self.drawflags (+) MLS_POWERMODE;
self.effects = EF_DIMLIGHT;
self.touch = nate_touch;
self.th_pain = nate_pain;
self.think = nate_think;
self.flags (+) FL_ALIVE | FL_MONSTER;
thinktime self : 0.1;
}
/*
* $Log: /H2 Mission Pack/HCode/object.hc $
*
* 58 3/27/98 2:14p Mgummelt
* Sheephunt fix
*
* 57 3/23/98 5:48p Mgummelt
*
* 56 3/19/98 12:17a Mgummelt
* last bug fixes
*
* 55 3/06/98 4:55p Mgummelt
*
* 54 3/05/98 2:38p Jmonroe
*
* 53 3/03/98 4:36p Jmonroe
* changed over to precache 4 to build my pak
*
* 52 2/27/98 11:13p Mgummelt
*
* 51 2/26/98 2:40p Mgummelt
*
* 50 2/26/98 12:13p Mgummelt
*
* 49 2/26/98 12:11p Mgummelt
*
* 48 2/26/98 12:10p Mgummelt
*
* 47 2/24/98 6:39p Mgummelt
*
* 46 2/23/98 3:13p Mgummelt
*
* 45 2/20/98 4:39p Jmonroe
* removed unused variables
*
* 44 2/20/98 4:07p Mgummelt
*
* 43 2/20/98 3:55p Mgummelt
*
* 42 2/19/98 11:15a Jweier
*
* 41 2/18/98 11:56a Jmonroe
* Added ent type for samurai
*
* 40 2/18/98 11:36a Jmonroe
* added samurai statue
*
* 39 2/18/98 11:34a Jweier
*
* 38 2/13/98 3:27p Mgummelt
*
* 37 2/13/98 11:42a Jweier
*
* 36 2/12/98 5:55p Jmonroe
* remove unreferenced funcs
*
* 35 2/10/98 5:08p Mgummelt
*
* 34 2/08/98 6:22p Mgummelt
*
* 33 2/07/98 10:04p Jweier
*
* 32 2/07/98 3:51p Jweier
*
* 31 2/06/98 7:06p Mgummelt
*
* 30 2/06/98 5:06p Jweier
*
* 29 2/06/98 4:54p Jweier
*
* 28 2/03/98 2:04p Mgummelt
*
* 27 2/03/98 10:56a Mgummelt
*
* 26 2/02/98 5:07p Mgummelt
*
* 25 2/02/98 3:41p Mgummelt
*
* 24 2/02/98 10:38a Mgummelt
*
* 23 2/02/98 10:33a Jweier
*
* 22 1/27/98 4:19p Jweier
*
* 21 1/23/98 12:04p Jweier
*
* 20 1/23/98 12:01p Jweier
*
* 19 1/23/98 12:00p Jweier
*
* 18 1/19/98 4:47p Mgummelt
*
* 17 1/08/98 4:25p Mgummelt
*
* 16 1/07/98 2:34p Mgummelt
*
* 15 1/07/98 11:42a Mgummelt
*
* 204 10/28/97 1:01p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 202 10/07/97 2:24p Mgummelt
*
* 201 9/16/97 4:17p Rjohnson
* Updates
*
* 200 9/11/97 7:13p Rjohnson
* Caching Updates
*
* 199 9/04/97 5:25p Rlove
*
* 198 9/04/97 3:50p Mgummelt
*
* 197 9/04/97 2:58p Mgummelt
*
* 196 9/03/97 3:59a Rlove
*
* 195 9/01/97 8:34p Mgummelt
*
* 194 9/01/97 4:45p Mgummelt
*
* 193 8/27/97 9:37p Jweier
*
* 192 8/27/97 8:12p Jweier
*
* 191 8/26/97 7:38a Mgummelt
*
* 190 8/25/97 2:08p Mgummelt
*
* 189 8/23/97 7:15p Rlove
*
* 188 8/23/97 2:08p Rlove
*
* 187 8/23/97 10:09a Rlove
*
* 186 8/21/97 12:18p Mgummelt
*
* 185 8/21/97 12:37a Mgummelt
*
* 184 8/21/97 12:34a Mgummelt
*
* 183 8/20/97 10:23p Mgummelt
*
* 182 8/20/97 9:58p Mgummelt
*
* 181 8/20/97 3:53p Mgummelt
*
* 180 8/20/97 3:39p Mgummelt
*
* 179 8/20/97 3:30p Mgummelt
*
* 178 8/20/97 2:12p Mgummelt
*
* 177 8/19/97 7:14p Rjohnson
* Precache update
*
* 176 8/19/97 12:57p Mgummelt
*
* 175 8/19/97 10:33a Rlove
* Commented out boulder code
*
* 174 8/19/97 9:56a Rjohnson
* precache modification
*
* 173 8/17/97 12:22p Rjohnson
* Fixed precache
*
* 172 8/16/97 2:23p Mgummelt
*
* 171 8/15/97 4:46p Mgummelt
*
* 170 8/15/97 3:24p Bgokey
*
* 169 8/15/97 10:30a Rlove
* Changed cart bounding box
*
* 168 8/15/97 9:09a Rlove
*
* 167 8/15/97 2:55a Mgummelt
*
* 166 8/14/97 1:27p Mgummelt
*
* 165 8/14/97 7:34a Rlove
* Added plants, corpses
*
* 164 8/14/97 6:42a Rlove
*
* 163 8/09/97 12:17p Rlove
*
* 162 8/09/97 1:49a Mgummelt
*
* 161 8/07/97 3:38p Rlove
*
* 160 8/02/97 10:11a Rlove
* Added Olmec Statue (whatever the heck that is)
*
* 159 7/31/97 2:22p Rlove
* Added the pew
*
* 158 7/30/97 3:33p Mgummelt
*
* 157 7/30/97 6:46a Rlove
* Added skull
*
* 156 7/29/97 5:05p Rlove
*
* 155 7/29/97 8:35a Rlove
*
* 154 7/28/97 7:50p Mgummelt
*
* 153 7/28/97 1:51p Mgummelt
*
* 152 7/24/97 4:06p Rlove
*
* 151 7/24/97 3:53p Rlove
*
* 150 7/24/97 3:27a Mgummelt
*
* 149 7/22/97 8:13a Rlove
*
* 148 7/21/97 6:42p Rlove
*
* 147 7/21/97 3:03p Rlove
*
* 146 7/21/97 10:25a Rlove
*
* 145 7/16/97 8:12p Mgummelt
*
* 144 7/15/97 8:03p Mgummelt
*
* 143 7/14/97 9:30p Mgummelt
*
* 142 7/14/97 9:30p Mgummelt
*
* 141 7/14/97 4:43p Mgummelt
*
* 140 7/10/97 6:17p Rlove
*
* 139 7/10/97 1:45p Mgummelt
*
* 138 7/09/97 11:53a Mgummelt
*
* 137 7/07/97 5:24p Mgummelt
*
* 136 7/03/97 12:48p Mgummelt
*
* 135 6/27/97 4:55p Rlove
*
* 134 6/27/97 4:05p Mgummelt
*
* 133 6/27/97 4:03p Mgummelt
*
* 132 6/25/97 2:25p Rlove
*
* 131 6/25/97 12:33p Mgummelt
*
* 130 6/23/97 6:57p Mgummelt
*
* 129 6/23/97 6:56p Mgummelt
*
* 128 6/23/97 3:45p Mgummelt
*
* 127 6/23/97 10:08a Mgummelt
*
* 126 6/21/97 9:52a Rlove
*
* 125 6/20/97 5:09p Rlove
* Pulling out references to old CreateEntity function
*
* 124 6/18/97 7:13p Mgummelt
*
* 123 6/18/97 4:30p Rlove
* Rewrote entity spawning code
*
* 122 6/17/97 2:23p Mgummelt
*
* 121 6/16/97 4:42p Mgummelt
*
* 120 6/16/97 3:18p Rlove
*
* 119 6/16/97 3:06p Mgummelt
*
* 118 6/14/97 3:22p Mgummelt
*
* 117 6/14/97 2:33p Mgummelt
*
* 116 6/14/97 2:22p Mgummelt
*
* 115 6/14/97 9:21a Rlove
* The seaweed has no blocking...why? If a tree where underwater would it
* have no blocking too?
*
* 114 6/13/97 10:55p Mgummelt
*
* 113 6/13/97 6:08p Rlove
*
* 112 6/12/97 8:54p Mgummelt
*
* 111 6/11/97 7:22a Rlove
* New bell animation
*
* 110 6/09/97 10:22p Mgummelt
*
* 109 6/09/97 2:41p Mgummelt
*
* 108 6/06/97 6:30p Rlove
* Added seaweed
*
* 107 6/05/97 4:44p Rlove
* Added beef
*
* 106 6/04/97 8:16p Mgummelt
*
* 105 6/03/97 10:48p Mgummelt
*
* 104 6/02/97 6:27p Rlove
* Added smoke to cauldron
*
* 103 6/02/97 2:40p Rlove
* Added cauldron and skull stick
*
* 102 6/01/97 7:32a Mgummelt
*
* 101 5/30/97 10:04p Mgummelt
*
* 100 5/30/97 3:46p Rlove
* New fence bounding box
*
* 99 5/30/97 10:04a Rlove
*
* 98 5/30/97 9:27a Rlove
* New corpse objects
*
* 97 5/29/97 4:34p Rlove
* Changed pot descriptions
*
* 96 5/29/97 12:26p Mgummelt
*
* 95 5/29/97 8:57a Rlove
* Added combo thingtypes wood/leaf, wood/metal, wood/stone, metal/stone,
* metal/cloth
*
* 94 5/27/97 7:58a Rlove
* New thingtypes of GreyStone,BrownStone, and Cloth.
*
* 93 5/24/97 2:48p Rlove
* Taking out old Id sounds
*
* 92 5/23/97 11:51p Mgummelt
*
* 91 5/23/97 2:54p Mgummelt
*
* 90 5/23/97 8:55a Rlove
* Enlarged chair bounding box
*
* 89 5/23/97 8:32a Rlove
* New bounding box for bench
*
* 88 5/22/97 6:39p Mgummelt
*
* 87 5/22/97 2:50a Mgummelt
*
* 86 5/21/97 11:18a Mgummelt
*
* 84 5/20/97 9:32p Mgummelt
*
* 83 5/19/97 11:36p Mgummelt
*
* 82 5/19/97 12:43p Mgummelt
*
* 81 5/19/97 12:07p Mgummelt
*
* 80 5/17/97 8:45p Mgummelt
*
* 79 5/16/97 11:27p Mgummelt
*
* 78 5/15/97 8:28p Mgummelt
*
* 77 5/15/97 11:45a Mgummelt
*
* 75 5/12/97 11:12p Mgummelt
*
* 74 5/12/97 8:30a Rlove
* Changed bounding box on ballista
*
* 73 5/12/97 8:22a Rlove
* Changed Summon to Herostone
*
* 72 5/12/97 7:46a Rlove
* For the bell animations
*
* 71 5/11/97 10:01p Mgummelt
*
* 70 5/11/97 8:54p Mgummelt
*
* 69 5/11/97 7:30a Mgummelt
*
* 68 5/10/97 1:54p Mgummelt
*
* 66 5/09/97 8:52a Rlove
*
* 65 5/07/97 11:12a Rjohnson
* Added a new field to walkmove and movestep to allow for setting the
* traceline info
*
* 64 5/07/97 11:03a Rlove
*
* 63 5/07/97 7:37a Rlove
* Angel Statue
*
* 62 5/06/97 2:47p Rlove
*
* 61 5/06/97 11:18a Rlove
*
* 60 5/06/97 9:12a Rlove
* Added thingtype_leaves
*
* 59 5/05/97 2:39p Rlove
* Added TREE2
*
* 58 5/05/97 10:17a Rlove
* Added fountain
*
* 57 5/03/97 8:51a Rlove
*
* 56 4/30/97 6:22a Rlove
* Snakes. Why did it have to be snakes?
*
* 55 4/28/97 11:15a Rlove
* Added flag entity
*
* 54 4/26/97 3:52p Mgummelt
*
* 53 4/26/97 12:37p Jweier
*
* 52 4/26/97 12:35p Jweier
*
* 51 4/26/97 6:30a Rlove
* Added thingtype of CLAY for pots
*
* 50 4/25/97 4:33p Rlove
* Added mummy_head_statue
*
* 49 4/25/97 4:20p Rlove
* Fixed Scaling bounding box, added more pots, fixed mummy statue.
*
* 48 4/25/97 8:48a Rlove
* Added new pots
*
* 47 4/24/97 2:21p Mgummelt
*
* 46 4/24/97 8:50a Rlove
* Added tut statue
*
* 45 4/22/97 5:24p Rlove
* Added pots
*
* 44 4/21/97 10:32a Rlove
* Added stone chunk models
*
* 43 4/21/97 9:16a Rlove
* Tried new axe animations
*
* 42 4/18/97 1:06p Mgummelt
*
* 41 4/18/97 7:01a Rlove
* Added new gib models
*
* 40 4/17/97 1:28p Rlove
* added new built advanceweaponframe
*
* 39 4/09/97 11:07a Mgummelt
*
* 38 4/07/97 6:29p Mgummelt
*
* 37 4/07/97 5:03p Mgummelt
*
* 36 4/07/97 4:48p Mgummelt
*
* 35 4/07/97 3:28p Mgummelt
*
* 34 4/05/97 6:30p Mgummelt
*
* 33 4/05/97 6:18p Mgummelt
*
* 32 4/05/97 5:56p Mgummelt
*
* 31 4/05/97 9:49a Mgummelt
*
* 30 4/04/97 6:45p Mgummelt
*
* 29 4/04/97 5:40p Rlove
*
* 28 4/02/97 11:01a Rlove
* Had to comment out some push move code - it was causing objects to get
* stuck on walls.
*
* 27 3/31/97 2:12p Aleggett
* Improved barrel pushing a little.
*
* 26 3/31/97 6:46a Rlove
* added parameter to CreateModelChunks
*
* 25 3/28/97 2:10p Jweier
*
* 24 3/28/97 1:15p Jweier
* added basic ballista movement code
*
* 23 3/27/97 3:37p Jweier
* Boulders now hurt the player if they are falling
*
* 22 3/27/97 1:06p Rlove
* precache model cleanup
*
* 21 3/25/97 4:52p Rlove
* Added ballista and bell
*
* 20 3/24/97 10:53a Rlove
* Changed bounding boxes on a few items
*
* 19 3/24/97 9:45a Rlove
* removing some dprints
*
* 18 3/21/97 10:19a Rlove
* Changed obj_die calls to chunk_death
*
* 17 3/21/97 9:38a Rlove
* Created CHUNK.HC and MATH.HC, moved brush_die to chunk_death so others
* can use it.
*
* 16 3/19/97 3:09p Rlove
* Added CreateEntity and ScaleBoundingBox
*
* 15 3/18/97 5:26p Jweier
* Added FL_PUSH to all pushable items
*
* 14 3/18/97 11:31a Rlove
* Added sword and boulder
*
* 13 3/13/97 9:57a Rlove
* Changed constant DAMAGE_AIM to DAMAGE_YES and the old DAMAGE_YES to
* DAMAGE_YES
*
* 12 3/03/97 2:49p Rlove
*
* 11 2/21/97 2:22p Rlove
* Added sprite trees and models chests (please no jokes)
*
* 10 2/19/97 10:06a Rlove
* New Pull Object and Plaque Code
*
* 9 2/13/97 4:22p Rlove
*
* 8 2/12/97 9:44a Rlove
* Working on pull object
*
* 7 2/07/97 1:37p Rlove
* Artifact of Invincibility
*
* 6 2/03/97 4:06p Rlove
* Small fix to push
*
* 5 1/27/97 11:44a Rlove
* Added new models to window and object explosions. Added snake model.
*
* 4 1/22/97 8:20a Rlove
* You can hop on objects without pushing them
*
* 3 1/21/97 4:04p Rlove
* Added chair and bar stool objects
*
* 2 12/30/96 8:30a Rlove
* Push objects added
*/