hexen2/H2W/HCode/bldrain.hc

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2000-11-10 00:00:00 +00:00
/*
==============================================================================
Q:\art\models\weapons\spllbook\spllbook.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\weapons\spllbook
$origin 0 0 0
$base BASE skin
$skin skin
$flags 0
//
$frame normal02 normal03 normal04 normal05 normal06
$frame normal07 normal08 normal09 normal10 normal11
$frame normal12 normal13
//
$frame idlean12 idlean13 idlean14 idlean15 idlean16
$frame idlean17 idlean18 idlean19 idlean20 idlean21
$frame idlean22 idlean23 idlean24 idlean25 idlean26
$frame idlean27 idlean28 idlean29 idlean30 idlean31
$frame idlean32 idlean33 idlean34 idlean35
//
$frame idlebn36 idlebn37 idlebn38 idlebn39 idlebn40
$frame idlebn41 idlebn42 idlebn43 idlebn44 idlebn45
$frame idlebn46 idlebn47 idlebn48 idlebn49 idlebn50
$frame idlebn51 idlebn52 idlebn53 idlebn54 idlebn55
$frame idlebn56 idlebn57 idlebn58 idlebn59
//
$frame select80 select81 select82 select83 select84
$frame select85 select86 select87 select88 select89
$frame select90 select91 select92 select93 select94
$frame select95 select96 select97 select98 select99
void BloodMissileTouch (void)
{
if(pointcontents(self.origin)==CONTENT_SKY)
{
remove(self);
return;
}
if(other.classname==self.classname&&other.owner==self.owner)
return;
self.movedir=normalize(self.velocity);
if(!other.takedamage)
{
if(self.frags)
{
//counter for number of bounces
sound (self, CHAN_WEAPON, "succubus/brnbounce.wav", 1, ATTN_NORM);
if(self.dmg>=2)
self.dmg-=1;
starteffect(CE_BRN_BOUNCE,self.origin - self.movedir*8 - '0 0 6','0 0 0',HX_FRAME_TIME);//CreateRedFlash(self.origin);
self.health += 45;
thinktime self : 0;
return;
}
else
{
starteffect(CE_BLDRN_EXPL, self.origin-self.movedir*6,'0 0 0', HX_FRAME_TIME);
sound (self, CHAN_WEAPON, "succubus/brnwall.wav", 1, ATTN_NORM);
remove(self);
return;
}
}
spawn_touchpuff(self.dmg,other);
T_Damage(other,self,self.owner,self.dmg);
starteffect(CE_BLDRN_EXPL, self.origin-self.movedir*6,'0 0 0', HX_FRAME_TIME);
sound(self,CHAN_AUTO,"succubus/brnhit.wav",1,ATTN_NORM);
remove(self);
}
void BloodMissileFade ()
{
self.angles=vectoangles(self.velocity);
if(self.health>30)
{
self.health-=60;
thinktime self : 0.3;
if(self.dmg>=1.75)
self.dmg-=0.75;
}
else
{
remove(self);
return;
}
traceline(self.origin, self.origin + self.movedir * 240, FALSE, newmis);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOODRAIN);
WriteCoord (MSG_MULTICAST, self.origin_x);
WriteCoord (MSG_MULTICAST, self.origin_y);
WriteCoord (MSG_MULTICAST, self.origin_z);
WriteByte (MSG_MULTICAST, self.angles_y*256.0/360.0);
WriteByte (MSG_MULTICAST, self.angles_x*256.0/360.0);
WriteByte (MSG_MULTICAST, trace_fraction * 240.0);
WriteByte (MSG_MULTICAST, self.health);
multicast(self.origin,MULTICAST_PVS);
}
void FireBloodMissile (float offset)
{
float f_dist;
makevectors(self.v_angle);
self.effects(+)EF_MUZZLEFLASH;
newmis=spawn();
newmis.classname="blood missile";
newmis.owner=self;
newmis.effects(+) EF_NODRAW;
f_dist=8;
if(self.artifact_active&ART_TOMEOFPOWER)
{
newmis.health=250;
newmis.dmg=random(40,60);
f_dist=16;
newmis.solid=SOLID_PHASE;
newmis.movetype=MOVETYPE_BOUNCEMISSILE;
newmis.frags=TRUE;
}
else
{
newmis.dmg=random(15,22);
newmis.health=90;
newmis.frags=FALSE;
newmis.movetype=MOVETYPE_FLYMISSILE;
}
newmis.solid=SOLID_BBOX;
newmis.touch=BloodMissileTouch;
newmis.speed=800;
newmis.velocity=normalize(v_forward)*newmis.speed;// + spread;
newmis.movedir=normalize(newmis.velocity);
newmis.angles=vectoangles(newmis.velocity);
setmodel(newmis,"models/sucwp1p.mdl");
setsize(newmis,'0 0 0','0 0 0');
setorigin(newmis,self.origin+self.proj_ofs+v_forward*f_dist-v_right*12 + v_right*(offset*3) - '0 0 6');
weapon_sound(self, "succubus/brnfire.wav");
newmis.think=BloodMissileFade;
thinktime newmis : 0.3;
traceline(newmis.origin, newmis.origin + newmis.movedir * 240, FALSE, newmis);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_BLOODRAIN);
WriteCoord (MSG_MULTICAST, newmis.origin_x);
WriteCoord (MSG_MULTICAST, newmis.origin_y);
WriteCoord (MSG_MULTICAST, newmis.origin_z);
WriteByte (MSG_MULTICAST, newmis.angles_y*256.0/360.0);
WriteByte (MSG_MULTICAST, newmis.angles_x*256.0/360.0);
WriteByte (MSG_MULTICAST, trace_fraction * 240.0);
WriteByte (MSG_MULTICAST, newmis.health);
multicast(self.origin,MULTICAST_PVS);
}
void blrn_power(float offset)
{
if(self.attack_finished>time)
return;
FireBloodMissile(offset);
self.attack_finished=time+0.7;
self.punchangle_x=3;
}
void blrn_normal()
{
if(self.attack_finished>time)
return;
FireBloodMissile(0);
self.attack_finished=time+0.4;
}
/*======================
ACTION
select
deselect
ready loop
relax loop
fire once
fire loop
ready to relax(after short delay)
relax to ready(Fire delay? or automatic if see someone?)
=======================*/
void()bloodrain_ready;
void() Suc_Blrn_Fire;
void bloodrain_fire (void)
{
if(self.button0&&self.weaponframe==$normal07 &&!self.artifact_active&ART_TOMEOFPOWER)
self.weaponframe=$normal07;
else
self.wfs = advanceweaponframe($normal02,$normal13);
if(self.weaponframe<=$normal07)
self.weaponframe+=1;
self.th_weapon=bloodrain_fire;
self.last_attack=time;
if(self.wfs==WF_CYCLE_WRAPPED)
bloodrain_ready();
if(self.artifact_active&ART_TOMEOFPOWER)
{
// if(self.weaponframe>=$normal07 && self.weaponframe<=$normal09)
// blrn_power((self.weaponframe - $normal08) *3);
if(self.weaponframe==$normal07)
blrn_power(0);
}
else if(self.weaponframe==$normal07)
blrn_normal();
}
void() Suc_Blrn_Fire =
{
self.weaponframe_cnt=0;
bloodrain_fire();
thinktime self : 0;
};
void bloodrain_jellyfingers ()
{
self.wfs = advanceweaponframe($idlebn36,$idlebn59);
self.th_weapon=bloodrain_jellyfingers;
if(self.wfs==WF_CYCLE_WRAPPED)
bloodrain_ready();
}
void bloodrain_ready (void)
{
self.wfs = advanceweaponframe($idlean12,$idlean35);
if(random()<0.1&&self.weaponframe==$idlean35)
self.th_weapon=bloodrain_jellyfingers;
else
self.th_weapon=bloodrain_ready;
}
void bloodrain_select (void)
{
self.wfs = advanceweaponframe($select80,$select99);
self.weaponmodel = "models/sucwp1.mdl";
self.th_weapon=bloodrain_select;
if(self.wfs==WF_CYCLE_WRAPPED)
{
self.attack_finished = time - 1;
bloodrain_ready();
}
}
void bloodrain_deselect (void)
{
self.wfs = advanceweaponframe($select99,$select80);
self.th_weapon=bloodrain_deselect;
if(self.wfs==WF_CYCLE_WRAPPED)
W_SetCurrentAmmo();
}