hexen2/H2W/HCode/ravenstf.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /HexenWorld/HCode/ravenstf.hc 29 4/03/98 2:28p Rmidthun $
*/
// For building the model
$cd Q:\art\models\weapons\newass
$origin 0 0 0
$base BASE SKIN
$skin SKIN
$flags 0
//
$frame rootpose
//
$frame fire1 fire2 fire3 fire4
//
$frame select1 select2 select3 select4 select5
$frame select6 select7 select8 select9 select10
$frame select11 select12
float ravenshot_speed = 1200;
void ravenstaff_fire (void);
void ravenstaff_idle (void);
void split (void);
void raven_track(void);
void raven_flap(void);
void raven_touch (void);
void raven_track_init(void);
void ravenmissile_explode(void);
void raven_spark (void)
{
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_HWRAVENDIE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z - 10);
multicast(self.origin,MULTICAST_PHS_R);
/* CreateWhiteSmoke(self.origin + '0 0 -10', '0 8 -10', HX_FRAME_TIME *3);
CreateRedSmoke(self.origin + '0 0 -10', '0 0 -10', HX_FRAME_TIME *3);
CreateWhiteSmoke(self.origin + '0 0 -10', '0 -8 -10', HX_FRAME_TIME *3);
sound(self,CHAN_WEAPON,"raven/death.wav",1,ATTN_NORM);
*/
remove(self);
// self.touch = SUB_Null;
// self.effects=EF_NODRAW;
// self.think=SUB_Remove;
// thinktime self : HX_FRAME_TIME;
// thinktime self : HX_FRAME_TIME * 2;
}
void raven_death_init (void)
{
self.raven_owner.raven_cnt -= 1;
// dprint("Dec class: ");
// dprint(self.raven_owner.classname);
// dprint("\n");
self.takedamage = DAMAGE_NO;
traceline(self.origin,self.origin + '0 0 600',FALSE,self);
if (trace_fraction < 1)
{
self.touch = raven_spark;
self.nextthink = 0;
}
else
{
self.touch = raven_spark;
self.think = raven_spark;
thinktime self : 1;
}
self.velocity = normalize('0 0 600');
self.velocity = self.velocity * 400;
self.angles = vectoangles(self.velocity);
}
void raven_bounce(void)
{
self.flags (-) FL_ONGROUND;
self.angles = vectoangles(self.velocity); // Flip it around to match the velocity set by the BOUNCEMISSLE code
self.angles_y += random(-90,90); // Change it's yaw a little
self.angles_x = random(-20,20); // Change it's pitch a little
makevectors (self.angles);
self.velocity = normalize (v_forward);
self.velocity = self.velocity * 600;
self.think = raven_flap;
self.nextthink = time + HX_FRAME_TIME;
self.think1 = raven_track_init;
self.next_action = time + HX_FRAME_TIME * random(2,4);
self.touch = raven_touch;
}
// Bite the enemy
void raven_touch (void)
{
if ((other == self.enemy) && (other.takedamage != DAMAGE_NO))
{
if (other.monsterclass >= CLASS_BOSS) // Bosses only take half damage
T_Damage(other,self,self.owner,20);
else
T_Damage(other,self,self.owner,40);
if(other.flags & FL_CLIENT)
{
if(random() < .5)
{//lights out!
stuffcmd(other, "df\n");
}
}
self.damage_max += 40;
SpawnPuff (self.origin, '0 0 -5', random(5,10),other);
MeatChunks (self.origin,self.velocity*0.5+'0 0 20', 2,other);
// weapon_sound(self, "weapons/gauntht1.wav"); //sigh, no weapon_sound for packed items
sound(self,CHAN_WEAPON,"weapons/gauntht1.wav",1,ATTN_NORM);
}
if (self.damage_max > 250)
raven_death_init();
else
{
self.touch = SUB_Null;
self.think = raven_bounce;
self.nextthink = time + .05; // Need to wait a little before flipping model to match velocity
}
if ((self.lifetime < time) || (self.raven_owner.raven_cnt > 6))
{
raven_death_init();
return;
}
}
// Search for an enemy
void raven_search(void)
{
entity victim;
self.nextthink = time + HX_FRAME_TIME; // Gotta flap
self.think = raven_flap;
victim = findradius( self.origin,1000);
while(victim)
{ // the controller check is for the summoned imp
if (((victim.flags & FL_MONSTER) || (victim.flags & FL_CLIENT)) &&
(victim.owner != self) && (victim.controller != self.owner) && (victim.health>0) && (victim!=self.owner))
{
if (coop && self.enemy.team == self.team)
victim = victim; // Do nothing if its a player on your team.
else
{
traceline(self.origin,victim.origin,TRUE,self);
if (trace_fraction == 1.0)
{
self.enemy = victim;
self.think1 = raven_track;
self.think1 = raven_track_init;
self.next_action = time + .1;
self.searchtime = 0;
return;
}
}
}
victim = victim.chain;
}
self.think1 = raven_search;
self.next_action = time + HX_FRAME_TIME * 3;
if (self.searchtime == 0) // Done only on birth of raven
{
self.searchtime = time + .5;
self.angles_y = random(0, 360);
self.angles_x = 0;
makevectors (self.angles);
self.velocity = normalize (v_forward);
self.velocity = self.velocity * 600;
self.last_vel = self.velocity;
}
if ((self.searchtime < time) || (self.lifetime < time) || (self.raven_owner.raven_cnt > 6))
raven_death_init();
}
//
// Chase after the enemy
//
void raven_track (void)
{
vector delta;
vector hold_spot;
// dprint("\n trk:");
// dprint(self.enemy.classname);
// The FL_MONSTER flag gets flipped when it becomes a head
if ((self.enemy.health <= 0) || (self.enemy == world) || (!self.enemy.flags & FL_MONSTER))
raven_search();
else
{
traceline(self.origin,self.enemy.origin,TRUE,self);
if (trace_fraction == 1)
{
hold_spot = self.enemy.origin;
hold_spot_z += self.enemy.maxs_z; // Hit 'em on the head
delta = hold_spot - self.origin;
self.velocity = normalize(delta);
self.velocity = self.velocity * 600;
self.angles = vectoangles(self.velocity);
// raven_check_vel();
self.think1 = raven_track;
self.next_action = time + HX_FRAME_TIME * 3;
self.think = raven_flap;
self.nextthink = time + HX_FRAME_TIME;
}
else
raven_search();
}
if ((self.lifetime < time) || (self.raven_owner.raven_cnt > 6))
{
raven_death_init();
return;
}
}
void raven_track_init (void)
{
vector delta;
vector hold_spot;
if ((self.enemy.health <= 0) || (self.enemy == world))
raven_search();
else
{
hold_spot = self.enemy.origin;
hold_spot_z += self.enemy.maxs_z;
delta = hold_spot - self.origin;
self.velocity = normalize(delta);
self.angles = vectoangles(self.velocity);
self.idealpitch = self.angles_x;
makevectors(self.angles);
self.velocity = normalize(v_forward);
self.velocity = self.velocity * 600;
self.pitchdowntime = time + HX_FRAME_TIME *3;
self.think = raven_track;
self.nextthink = time;
}
}
// Everything comes back to here
void raven_flap(void)
{
// raven_check_vel();
AdvanceFrame(0,7);
if ((self.frame == 1) && (random() < .2))
{
// weapon_sound(self, "raven/squawk2.wav"); //doesn't work with packing!
sound(self,CHAN_VOICE,"raven/squawk2.wav",1,ATTN_NORM);
}
if (self.next_action < time)
{
self.think = self.think1;
self.nextthink = time;
}
else
{
// ChangeYaw();
self.think = raven_flap;
self.nextthink = time + HX_FRAME_TIME;
}
if ((self.lifetime < time) || (self.raven_owner.raven_cnt > 6))
{
raven_death_init();
return;
}
}
/*--------------------
Create one raven
----------------------*/
void create_raven(void)
{
entity missile;
vector spot1, spot2;
missile = spawn ();
missile.frags=TRUE;
missile.owner = self.owner;
missile.raven_owner = self.raven_owner; //used to decrement count correctly
missile.movetype = MOVETYPE_BOUNCEMISSILE;
missile.solid = SOLID_BBOX;
missile.takedamage = DAMAGE_NO;
// set missile speed
makevectors (self.v_angle);
missile.velocity = normalize (v_forward);
missile.velocity = missile.velocity * 600;
missile.angles = vectoangles(missile.velocity);
missile.searchtime = 0;
missile.yaw_speed = 50;
setmodel (missile, "models/ravproj.mdl");
setsize (missile, '-8 -8 8', '8 8 8');
// had to remove the offset on origin
setorigin (missile, self.origin + self.proj_ofs - v_forward * 14);
missile.touch = raven_touch;
missile.lifetime = time + 4 + random();
missile.classname = "bird_missile";
// sound(missile,CHAN_VOICE,"raven/ravengo.wav",1,ATTN_NORM);
// Find an enemy
makevectors(self.v_angle);
spot1 = self.origin + self.proj_ofs;
spot2 = spot1 + (v_forward*600); // Look ahead
traceline(spot1,spot2,FALSE,self);
missile.th_die=raven_death_init;
// We have a victim in sights
if ((trace_ent!=world) &&
(trace_ent.flags & FL_MONSTER) && (trace_ent.owner != self) && (trace_ent.health>0))
{
missile.enemy = trace_ent;
missile.nextthink = time + HX_FRAME_TIME;
missile.think = raven_flap;
missile.next_action = time + .01;
missile.think1 = raven_track;
missile.think1 = raven_track_init;
}
else
{
missile.nextthink = time + .01;
missile.think = raven_search;
}
}
void ravenmissile_explode (void)
{
local vector vel;
makevectors (self.v_angle);
vel = normalize (v_forward);
vel = vel * 600;
create_raven();
create_raven();
create_raven();
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_HWRAVENEXPLODE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast(self.origin,MULTICAST_PHS_R);
// sound(self,CHAN_VOICE,"raven/ravengo.wav",1,ATTN_NORM);
/*
CreateWhiteSmoke(self.origin + '0 0 0','0 0 8',HX_FRAME_TIME * 3);
CreateWhiteSmoke(self.origin + '0 0 5','0 0 8',HX_FRAME_TIME * 3);
CreateWhiteSmoke(self.origin + '0 0 10','0 0 8',HX_FRAME_TIME * 3);
*/
remove(self);
}
void ravenmissile_touch (void)
{
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
if (other.health)
{
// sound (self, CHAN_WEAPON, "weapons/explode.wav", 1, ATTN_NORM);
starteffect(CE_SM_EXPLOSION2 , self.origin);
self.enemy = other;
T_Damage(other,self,self,10);
}
ravenmissile_explode();
}
void ravenmissile_puff (void)
{
makevectors(self.angles);
if (self.lifetime < time)
ravenmissile_explode();
else
{
thinktime self : HX_FRAME_TIME * 3;
self.think = ravenmissile_puff;
}
}
/*--------------------
Launch all ravens
----------------------*/
void launch_superraven (void)
{
entity newmis;
self.attack_finished = time + 1.0;
self.raven_cnt += 3; //considered from time of missile creation
makevectors(self.v_angle);
newmis = spawn();
setmodel (newmis, "models/birdmsl2.mdl");
newmis.movetype = MOVETYPE_FLYMISSILE;
newmis.solid = SOLID_BBOX;
newmis.takedamage = DAMAGE_NO;
newmis.owner = self;
newmis.raven_owner = self;
setsize (newmis, '0 0 0', '0 0 0');
newmis.velocity = normalize (v_forward);
newmis.velocity = newmis.velocity * 600;
newmis.angles = vectoangles(newmis.velocity);
setorigin(newmis, self.origin + self.proj_ofs + v_forward*10);
newmis.touch = ravenmissile_touch;
newmis.lifetime = time + .5;
newmis.avelocity_z = 1000;
newmis.scale = .40;
thinktime newmis : HX_FRAME_TIME * 3;
newmis.think = ravenmissile_puff;
self.punchangle_x= random(-3);
//TODO: kick
}
void ravenshot_touch (void)
{
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
T_Damage (other, self, self.owner, self.dmg );
// sound (self, CHAN_WEAPON, "weapons/explode.wav", 1, ATTN_NORM);
starteffect(CE_SM_EXPLOSION2 , self.origin);
remove(self);
}
void create_raven_shot2(vector location,float add_yaw,float nexttime,float rotate,void() nextfunc)
{
entity missile;
vector holdangle;
missile = spawn ();
missile.owner = self.owner;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
missile.solid = DAMAGE_YES;
missile.dmg = 50;
// set missile speed
missile.angles = self.angles;
holdangle = self.angles;
// holdangle_z = 0;
holdangle_x = 0 - holdangle_x;
holdangle_y += add_yaw;
makevectors (holdangle);
missile.velocity = normalize (v_forward);
missile.velocity = missile.velocity * ravenshot_speed;
if (rotate)
missile.avelocity_z = 1000;
else
missile.avelocity_z = -1000;
missile.touch = ravenshot_touch;
setmodel (missile, "models/vindsht1.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, location);
missile.classname = "set_missile";
thinktime missile : nexttime;
missile.think = nextfunc;
}
void create_raven_shot1(vector location,float nexttime,void() nextfunc,vector fire_angle)
{
entity missile;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
// set missile speed
makevectors (fire_angle);
missile.velocity = normalize (v_forward);
missile.velocity = missile.velocity * ravenshot_speed;
missile.avelocity_z = 1000;
missile.angles = vectoangles(missile.velocity);
missile.dmg = 90;
missile.touch = ravenshot_touch;
setmodel (missile, "models/vindsht1.mdl");
setsize (missile, '0 0 0', '0 0 0');
setorigin (missile, location);
missile.classname = "set_missile";
thinktime missile : nexttime;
missile.think = nextfunc;
}
void missle_straight(void)
{
vector holdangles;
holdangles = self.angles;
// holdangles_z = 0;
holdangles_x = 0 - holdangles_x;
makevectors (holdangles);
self.velocity = normalize (v_forward);
self.velocity = self.velocity * ravenshot_speed;
return;
}
void missle_straight1(void)
{
vector holdangles;
holdangles = self.angles;
// holdangles_z = 0;
holdangles_x = 0 - holdangles_x;
makevectors (holdangles);
self.velocity = normalize (v_forward);
self.velocity = self.velocity * ravenshot_speed;
create_raven_shot2(self.origin,-6,.2,1,missle_straight);
self.dmg = 50;
starteffect(CE_HWSPLITFLASH, self.origin);
self.think = missle_straight;
thinktime self : .05;
}
void missle_straight2(void)
{
vector holdangles;
holdangles = self.angles;
// holdangles_z = 0;
holdangles_x = 0 - holdangles_x;
makevectors (holdangles);
self.velocity = normalize (v_forward);
self.velocity = self.velocity * ravenshot_speed;
create_raven_shot2(self.origin,6,.2,1,missle_straight);
self.dmg = 50;
starteffect(CE_HWSPLITFLASH, self.origin);
self.think = missle_straight;
thinktime self : .05;
}
void split (void)
{
vector holdangles;
// RIGHT SIDE
create_raven_shot2(self.origin,-5,.30,0,missle_straight1);
// LEFT SIDE
create_raven_shot2(self.origin,5,.30,0,missle_straight2);
starteffect(CE_HWSPLITFLASH, self.origin);
self.dmg = 50;
holdangles = self.angles;
// holdangles_z = 0;
holdangles_x = 0 - holdangles_x;
makevectors (holdangles);
self.velocity = normalize (v_forward);
self.velocity = self.velocity * ravenshot_speed;
}
void launch_set (vector dir_mod)
{
self.attack_finished = time + 1.0;
create_raven_shot1(self.origin + self.proj_ofs + v_forward*14,0.05,split,self.v_angle);
}
void ravenstaff_power (void)
{
self.wfs=advanceweaponframe($fire1,$fire4);
self.th_weapon=ravenstaff_power;
if (self.weaponframe==$fire1)
{
self.punchangle_x = -4;
launch_superraven();
self.greenmana -= 16;
self.bluemana -= 16;
}
else if(self.weaponframe == $fire4)
{
self.weaponframe = $fire4;
self.th_weapon=ravenstaff_idle;
}
thinktime self : HX_FRAME_TIME;
}
void ravenstaff_normal (void)
{
self.wfs=advanceweaponframe($fire1,$fire4);
self.th_weapon=ravenstaff_normal;
if(self.weaponframe==$fire3)
{
self.punchangle_x = -4;
launch_set('0 0 0');
self.greenmana -= 8;
self.bluemana -= 8;
}
else if(self.wfs==WF_CYCLE_WRAPPED)
{
self.weaponframe = $rootpose;
self.th_weapon=ravenstaff_idle;
}
thinktime self : HX_FRAME_TIME;
}
void ravenstaff_fire (void)
{
vector holdvelocity;
if ((self.artifact_active & ART_TOMEOFPOWER) &&
(self.greenmana >= 16) && (self.bluemana >= 16))
{
// dprintf("Raven count %s\n", self.raven_cnt);
if(self.raven_cnt<3) //this way it won't waste so much mana
{
weapon_sound(self, "raven/rfire2.wav");
// sound (self, CHAN_WEAPON, "raven/rfire2.wav", 1, ATTN_NORM);
stuffcmd (self, "bf\n");
ravenstaff_power();
}
else
{
self.attack_finished = time + 0.5;
}
}
else if ((self.greenmana >= 8) && (self.bluemana >= 8))
{
stuffcmd (self, "bf\n");
makevectors(self.v_angle);
holdvelocity = normalize(v_right);
holdvelocity = holdvelocity * 10;
starteffect(CE_TELESMK1, self.origin + self.proj_ofs + v_forward * 14,holdvelocity,HX_FRAME_TIME * 3);
// starteffect(CE_TELESMK1, self.origin + self.proj_ofs + v_forward * 14,holdvelocity * -1,HX_FRAME_TIME * 3);
// sound (self, CHAN_WEAPON, "raven/rfire1.wav", 1, ATTN_NORM);
ravenstaff_normal();
}
}
/*
============
ravenstaff_ready - just sit there until fired
============
*/
void ravenstaff_idle (void)
{
self.weaponframe= $rootpose;
self.th_weapon=ravenstaff_idle;
}
void ravenstaff_select (void)
{
self.wfs=advanceweaponframe($select1,$select12);
self.weaponmodel=("models/ravenstf.mdl");
self.th_weapon=ravenstaff_select;
if(self.weaponframe==$select12)
{
self.attack_finished = time - 1;
ravenstaff_idle();
}
}
void ravenstaff_deselect (void)
{
self.wfs=advanceweaponframe($select12,$select1);
self.th_weapon=ravenstaff_deselect;
thinktime self : HX_FRAME_TIME;
self.oldweapon = IT_WEAPON4;
if(self.wfs==WF_CYCLE_WRAPPED)
W_SetCurrentAmmo();
}
/*
* $Log: /HexenWorld/HCode/ravenstf.hc $
*
* 29 4/03/98 2:28p Rmidthun
* added yet another sound back in....
*
* 28 4/03/98 11:09a Rmidthun
* added sound to raven creation tempent
*
* 27 4/03/98 11:03a Rmidthun
* brought back aonther sound
*
* 26 4/03/98 10:09a Rmidthun
* had to move squawk out of weapon_sound, since these are packed
*
* 25 3/16/98 4:27p Rmidthun
* fixed some trajectory code which wasn't changed correctly when putting
* in the nail packing
*
* 24 3/13/98 3:57p Rmidthun
* making the staff easier to use, removing the unused client effect stuff
*
* 23 3/12/98 4:03p Rmidthun
* cleaned up some code that was changed for client events, put it back
* the way it was before
*
* 22 3/12/98 11:48a Rmidthun
* added weapon sound playing to player updates too
*
* 21 3/11/98 4:46p Rmidthun
* started on adding sound to entities, doesn't seem to be working yet
*
* 20 3/11/98 3:13p Rmidthun
* added sound updating to the networking code, doesn't do anything yet.
* This involved making some pretty big changes to the bit field sent.
*
* 19 3/11/98 1:03p Rmidthun
* put unpowered ravens into the nails packing
*
* 18 3/10/98 4:33p Rmidthun
* powered ravens are using nail code, gives better updates than client
* events. Net traffic is borderline.
*
* 17 3/06/98 2:46p Rmidthun
* changed back to a bouncemissile
*
* 16 3/06/98 12:10p Rmidthun
* hopefully better turn updating
*
* 15 3/05/98 7:39p Rmidthun
* fixed bug where ravens reflected back didn't update the count
* correctly. Result is eventually you cannot fire ravens anymore.
*
* 14 3/05/98 2:49p Rmidthun
* moved raven client ids to avoid conflicts in the union
*
* 13 3/04/98 10:42a Rmidthun
* before, if you fired the powered staff it would create new birds and
* delete the old ones. This wasted mana very quickly. I put in some
* checks so it won't fire again when the old shot is still full, this
* reduces the rate of fire to where it is usable.
*
* 12 3/03/98 6:02p Rmidthun
* several changes to make the ravenstaff better: its a little faster,
* fires slower, has more spread, does more damage. I also shifted the
* timing of the splits and aligns so they don't all hit at once. This
* helps the net traffic, although the fact that they don't time out means
* you still get a lot of them.
* The explosions can be moved to fire from the remove effect code,
* this'll be done when I get the file.
*
* 11 2/26/98 4:19p Rmidthun
* added pos to turneffect so it can correct if need be, still working on
* the actual correction
*
* 10 2/26/98 3:55p Rmidthun
* powered ravenstaff uses multieffect, also moved tempent stuff to be
* called from client effects, there is STILL a little red and I'm not
* sure if the client effects are always in the correct place, but it
* should be close anyway.
*
* 9 2/25/98 4:00p Rmidthun
* ravens are now client effect too, still need to reduce the large
* creation spike
*
* 8 2/24/98 10:18a Rmidthun
* telesmk1 will now do both smoke puffs and the sound
*
* 7 2/23/98 2:23p Rmidthun
* changed broadcasts to multicast, this should reduce net traffic for
* larger games
*
* 6 2/23/98 9:48a Rmidthun
* combined small blue flash and split sound for raven staff
*
* 5 2/20/98 4:45p Rmidthun
* moved rest of sounds to client side
*
* 4 2/20/98 1:33p Rmidthun
* don't send self to bonepower2 or ravendie tempents
*
* 3 2/19/98 7:01p Rmidthun
* ravenstaff is almost all client effect, added a "turneffect" builtin to
* reduce net traffic further
*
* 2 2/17/98 2:38p Rmidthun
* got networking down for powered raven staff
*
* 1 2/04/98 1:59p Rjohnson
*
* 52 10/21/97 2:24p Rlove
* Fixed a bug with bone shards
*
* 51 10/17/97 3:56p Rlove
*
* 50 10/17/97 11:13a Rlove
*
* 49 9/04/97 5:06p Mgummelt
* Fixing Meat chunk colors and wrong autoaiming in coop
*
* 48 9/04/97 3:50p Mgummelt
*
* 47 9/02/97 8:00p Rlove
*
* 46 9/01/97 9:49p Rlove
*
* 45 9/01/97 6:01p Rlove
*
* 44 9/01/97 1:19a Rlove
*
* 43 8/31/97 9:46p Rlove
*
* 42 8/31/97 3:45p Rlove
*
* 41 8/30/97 7:32p Jweier
*
* 40 8/26/97 10:49a Rlove
*
* 39 8/26/97 10:16a Rlove
*
* 38 8/26/97 7:41a Mgummelt
* Removing one last old player frame code reference
*
* 37 8/26/97 5:55a Rlove
*
* 36 8/24/97 2:13p Rlove
*
* 35 8/23/97 7:15p Rlove
*
* 33 8/11/97 10:55a Rlove
*
* 31 8/08/97 10:02a Rlove
*
* 28 8/08/97 8:03a Rlove
*
* 25 8/07/97 11:13a Rlove
*
* 18 7/24/97 12:02p Mgummelt
*
* 17 7/21/97 3:03p Rlove
*
* 15 7/12/97 9:09a Rlove
* Reworked Assassin Punch Dagger
*
* 12 7/03/97 8:12a Rlove
*
* 10 6/30/97 9:41a Rlove
*
* 4 6/26/97 7:36a Rlove
* Changed Vindictus to Ravenstaff
*
* 3 6/24/97 7:48a Rlove
*
*/