hexen2/H2W/HCode/assgren.hc

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2000-11-10 00:00:00 +00:00
/*
* $Header: /HexenWorld/HCode/assgren.hc 12 4/02/98 2:08p Mgummelt $
* Grenade Throw, Assassin.
*/
/*
==============================================================================
Q:\art\models\weapons\grenades\final\assgr.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\weapons\grenades\final
$origin 0 0 0
$base BASE skin
$skin skin
$flags 0
$frame select1 select2 select3 select4 select5
$frame select6
$frame idle
$frame throw1 throw2 throw3 throw4 throw5
$frame throw6 throw7 throw8 throw9 throw10
$frame throw11 throw12
void grenade_trail ()
{
if(self.lifetime<time)
{
self.think=self.th_die;
thinktime self : 0;
}
else
{
// particle4(self.origin,0.5,284,PARTICLETYPE_SLOWGRAV,3);
thinktime self : 0.05;
}
}
void() ThrowMiniGrenade =
{
self.greenmana-=6;
makevectors(self.v_angle);
sound(self,CHAN_WEAPON,"misc/whoosh.wav",1,ATTN_NORM);
entity missile;
missile=spawn();
missile.owner=self;
missile.classname="minigrenade";
missile.movetype=MOVETYPE_BOUNCE;
missile.solid=SOLID_BBOX;
missile.takedamage=DAMAGE_YES;
missile.health=3;
missile.th_die=DarkExplosion;
missile.touch=GrenadeTouch2;
missile.dmg=100;
// missile.lifetime=time+2;
missile.o_angle = self.origin+self.proj_ofs+v_forward*8+v_right*8;
missile.speed=500+self.weaponframe_cnt*10;
// missile.velocity=(normalize(v_forward)+'0 0 .4')*missile.speed;
//UQ method
if(self.v_angle_x)
missile.velocity = v_forward*missile.speed + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
missile.velocity = aim(self, missile.o_angle,1000);
missile.velocity = missile.velocity * missile.speed;
missile.velocity_z = 200;
}
missile.angles = vectoangles(missile.velocity);
missile.avelocity=randomv('-300 -300 -300','300 300 300');
setmodel(missile,"models/assgren.mdl");
missile.scale=0.77;
setsize(missile,'0 0 0','0 0 0');
setorigin(missile,missile.o_angle);
missile.think=missile.th_die;//grenade_trail;
thinktime missile : 2;//0;
};
void AssGrenExplosion ()
{
entity ignore;
// if(self.controller.classname=="multigrenade")
// sound(self.controller,CHAN_BODY,"weapons/explode.wav",1,ATTN_NORM);
// else
// sound(self,CHAN_AUTO,"weapons/explode.wav",1,ATTN_NORM);
ignore=world;
T_RadiusDamage (self, self.owner, self.dmg, ignore);
// BecomeExplosion(FALSE);
remove (self);
}
void() SuperGrenadeExplode =
{
entity missile;
float attack_counter,number_explosions;
self.takedamage=DAMAGE_NO;
self.th_die = SUB_Null;
attack_counter=0;
number_explosions=rint(random(3,6));
while(attack_counter<number_explosions)
{
attack_counter+=1;
// if(random()<0.5)
missile=spawn_temp();
// else
// missile=spawn();
missile.owner=self.owner;
missile.classname="minigrenade";
if(self.classname=="multigrenade")
{
missile.controller=self;
if(self.cnt)
self.cnt=FALSE;
else
self.cnt=TRUE;
}
if((self.classname=="multigrenade"&&self.cnt)||(self.classname!="multigrenade"&&self.movetype==MOVETYPE_BOUNCE))
{
missile.movetype=MOVETYPE_BOUNCE;
missile.velocity_x=random(-300,300);
missile.velocity_y=random(-300,300);
missile.velocity_z=random(50,150);
}
else
{
missile.movetype=MOVETYPE_FLYMISSILE;
missile.velocity_x=random(-40,40);
missile.velocity_y=random(-40,40);
missile.velocity_z=random(150,300);
}
missile.dmg=self.dmg=self.dmg*(0.7+random(0.2));
if(missile.dmg<70)
missile.dmg=70;
missile.solid=SOLID_NOT;
// setmodel(missile,"models/null.spr");
setsize(missile,'0 0 0','0 0 0');
setorigin(missile,self.origin);
if(missile.dmg>70)
missile.think=SuperGrenadeExplode;
else
missile.think=AssGrenExplosion;
thinktime missile : random(0.1,0.6);
missile.effects (+) EF_NODRAW;
}
self.dmg*=2;
if(self.classname=="multigrenade")
{
//testing: put back in damage!!!!!!
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BIGGRENADE);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
multicast(self.origin,MULTICAST_PHS_R);
// remove(self);
if(random()<0.3)
MonsterQuake(200);
MultiExplode();
}
else
AssGrenExplosion();
};
void() ThrowMultiGrenade =
{//FIXME: too many t_rad's?
entity missile;
makevectors(self.v_angle);
self.greenmana-=15;
sound(self,CHAN_WEAPON,"misc/whoosh.wav",1,ATTN_NORM);
missile=spawn();
missile.frags=TRUE;
missile.owner=self;
missile.classname="multigrenade";
missile.movetype=MOVETYPE_BOUNCE;
missile.solid=SOLID_BBOX;
missile.takedamage=DAMAGE_YES;
missile.health=3;
missile.th_die=SuperGrenadeExplode;
missile.touch=GrenadeTouch2;
missile.dmg=250;//simulates max level for now
missile.o_angle = self.origin+self.proj_ofs+v_forward*8+v_right*8;
missile.speed=500+self.weaponframe_cnt*10;
// missile.velocity=(normalize(v_forward)+'0 0 .4')*missile.speed;
//UQ method
if(self.v_angle_x)
missile.velocity = v_forward*missile.speed + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
else
{
missile.velocity = aim(self, missile.o_angle,1000);
missile.velocity = missile.velocity * missile.speed;
missile.velocity_z = 200;
}
missile.angles = vectoangles(missile.velocity);
missile.avelocity=randomv('-300 -300 -300','300 300 300');
setmodel(missile,"models/assgren.mdl");
missile.scale=2;
setsize (missile, '0 0 0', '0 0 0');
setorigin(missile,missile.o_angle);
missile.lifetime=time+2;
missile.think=grenade_trail;
thinktime missile : 0;
};
void()grenade_select;
void()grenade_throw;
void grenade_idle(void)
{
self.th_weapon=grenade_idle;
self.weaponframe=$idle;
}
void grenade_reload (void)
{
self.th_weapon=grenade_reload;
self.wfs = advanceweaponframe($select1,$select6);
self.weaponmodel = "models/v_assgr.mdl";
if (self.wfs==WF_CYCLE_WRAPPED)
grenade_idle();
}
void grenade_throw (void)
{
self.th_weapon=grenade_throw;
self.wfs = advanceweaponframe($throw1,$throw12);
if(self.button0&&self.weaponframe==$throw5)
{
self.weaponframe=$throw4;
if(self.weaponframe_cnt<50)
self.weaponframe_cnt+=1;
}
else if(self.weaponframe==$throw10)
{
if(self.artifact_active&ART_TOMEOFPOWER)
{
ThrowMultiGrenade();
self.attack_finished=time + 2;
}
else
{
ThrowMiniGrenade();
self.attack_finished=time+0.3;
}
self.weaponframe_cnt=0;
}
else if (self.wfs==WF_CYCLE_WRAPPED)
grenade_reload();
}
void grenade_select (void)
{
//selection sound?
self.th_weapon=grenade_select;
self.wfs = advanceweaponframe($select1,$select6);
self.weaponmodel = "models/v_assgr.mdl";
if (self.wfs==WF_CYCLE_WRAPPED)
{
self.attack_finished = time - 1;
grenade_idle();
}
}
void grenade_deselect (void)
{
//selection sound?
self.th_weapon=grenade_deselect;
self.wfs = advanceweaponframe($select6,$select1);
if (self.wfs==WF_CYCLE_WRAPPED)
W_SetCurrentAmmo();
}
/*
* $Log: /HexenWorld/HCode/assgren.hc $
*
* 12 4/02/98 2:08p Mgummelt
* Testing damage modification on grenades
*
* 11 3/25/98 3:37p Ssengele
* increased amt of mana used by grenades to make it more difficult to
* simply blanket-attack w/ em.
*
* 10 3/24/98 6:06p Ssengele
* exploding grenades, xbolts, tripmines can't go into infinite loops
* anymore; sheep impulse has 10 sec delay; scarab staff using union in
* non-dangerous way (tho that frankly dint seem to cause any probs)
*
* 9 3/05/98 12:04a Ssengele
* just updated a comment--wOOO.
*
* 8 2/24/98 6:30p Ssengele
* grenade smoke is somewhat acceptable now. but you can't see it yet. so
* there.
*
* 7 2/17/98 3:39p Ssengele
* my very first multicast. oboy!
*
* 6 2/17/98 1:49p Ssengele
* big grenade is pretty damn net-friendly now, and fully functional too
* (ooh, still need to switch the msg_broadcast to a multicast).
*
* 5 2/16/98 3:16p Ssengele
* just added a comment about the boffo grenade's tempent message, so i
* don't forget to change it.
*
* 4 2/16/98 3:11p Ssengele
* first step in putting the sounds & damage back in for ultra
* grenade--still need to make these server-spawned tempents not be sent
* to client (will leave them in to avoid mucking with damage system), and
* make the sounds not be played on server.
*
* 3 2/13/98 11:58a Ssengele
* first pass at speeding up supergrenade
*
* 2 2/12/98 2:37p Ssengele
* gave explosion structure rudimentary usefulness--prolly should add a
* frameFunc and removeFunc, maybe need to add angles?
*
* 1 2/04/98 1:59p Rjohnson
*
* 48 9/03/97 7:30a Mgummelt
*
* 47 8/30/97 11:53p Mgummelt
*
* 46 8/26/97 6:00p Mgummelt
*
* 45 8/26/97 7:38a Mgummelt
*
* 44 8/19/97 12:57p Mgummelt
*
* 43 8/13/97 5:46p Mgummelt
*
* 42 8/08/97 6:22p Mgummelt
*
* 41 7/30/97 8:26p Mgummelt
*
* 40 7/24/97 11:38a Mgummelt
*
* 39 7/17/97 6:53p Mgummelt
*
* 38 7/16/97 6:06p Mgummelt
*
* 37 7/15/97 9:19p Mgummelt
*
* 36 7/15/97 8:30p Mgummelt
*
* 35 7/14/97 9:30p Mgummelt
*
* 34 7/10/97 7:21p Mgummelt
*
* 33 7/09/97 6:31p Mgummelt
*
* 32 7/02/97 6:35p Mgummelt
*
* 31 7/01/97 3:30p Mgummelt
*
* 30 7/01/97 2:21p Mgummelt
*
* 29 6/30/97 5:37p Mgummelt
*
* 28 6/18/97 8:14p Mgummelt
*
* 27 6/18/97 6:58p Mgummelt
*
* 26 6/18/97 6:21p Mgummelt
*
* 25 6/18/97 6:19p Mgummelt
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* 24 6/18/97 5:56p Mgummelt
*
* 23 6/18/97 4:00p Mgummelt
*
* 22 6/16/97 2:21p Mgummelt
*
* 21 6/16/97 2:20p Mgummelt
*
* 20 6/05/97 9:29a Rlove
* Weapons now have deselect animations
*
*/