/* * $Header: /H2 Mission Pack/HCode/Corpse.hc 4 3/19/98 12:17a Mgummelt $ */ void corpseblink (void) { self.think = corpseblink; thinktime self : 0.1; self.scale -= 0.10; if (self.scale < 0.10) remove(self); } void init_corpseblink (void) { CreateYRFlash(self.origin); self.drawflags (+) DRF_TRANSLUCENT | SCALE_TYPE_ZONLY | SCALE_ORIGIN_BOTTOM; corpseblink(); } void() Spurt = { float bloodleak; makevectors(self.angles); bloodleak=rint(random(3,8)); SpawnPuff (self.origin+v_forward*24+'0 0 -22', '0 0 -5'+ v_forward*random(20,40), bloodleak,self); sound (self, CHAN_AUTO, "misc/decomp.wav", 0.3, ATTN_NORM); if (self.lifetime < time||self.watertype==CONTENT_LAVA) T_Damage(self,world,world,self.health); else { self.think=Spurt; thinktime self : random(0.5,6.5); } }; void () CorpseThink = { self.think = CorpseThink; thinktime self : 3; if (self.watertype==CONTENT_LAVA) // Corpse fell in lava T_Damage(self,self,self,self.health); else if (self.lifetime < time) // Time is up, begone with you init_corpseblink(); }; /* * This uses entity.netname to hold the head file (for CorpseDie()) * hack so that we don't have to set anything outside this function. */ void()MakeSolidCorpse = { vector newmaxs; // Make a gibbable corpse, change the size so we can jump on it //Won't be necc to pass headmdl once everything has it's .headmodel //value set in spawn self.netname="corpse"; self.th_die = chunk_death; self.touch = obj_push; self.health = random(10,25); self.takedamage = DAMAGE_YES; self.solid = SOLID_PHASE; self.experience_value = self.init_exp_val = 0; if(self.classname!="monster_hydra") self.movetype = MOVETYPE_STEP;//Don't get in the way if(!self.mass) self.mass=1; //To fix "player stuck" probem newmaxs=self.maxs; if(newmaxs_z>5) newmaxs_z=5; setsize (self, self.mins,newmaxs); if(self.flags&FL_ONGROUND) self.velocity='0 0 0'; self.flags(-)FL_MONSTER; self.controller = self; self.onfire = FALSE; pitch_roll_for_slope('0 0 0',self); if ((self.decap) && (self.classname == "player")) { if (deathmatch||teamplay) self.lifetime = time + random(20,40); // decompose after 40 seconds else self.lifetime = time + random(10,20); // decompose after 20 seconds self.owner=self; self.think=Spurt; thinktime self : random(1,4); } else { self.lifetime = time + random(10,20); // disappear after 20 seconds self.think=CorpseThink; thinktime self : 0; } }; /* * $Log: /H2 Mission Pack/HCode/Corpse.hc $ * * 4 3/19/98 12:17a Mgummelt * last bug fixes * * 3 3/03/98 7:31p Mgummelt * * 2 1/14/98 7:43p Mgummelt * * 37 10/28/97 1:00p Mgummelt * Massive replacement, rewrote entire code... just kidding. Added * support for 5th class. * * 35 9/11/97 6:56p Mgummelt * * 34 9/11/97 3:41p Mgummelt * * 33 9/11/97 12:02p Mgummelt * * 32 8/29/97 11:14p Mgummelt * * 31 8/26/97 2:40p Mgummelt * * 30 8/14/97 10:27p Bgokey * * 29 8/14/97 1:27p Mgummelt * * 28 8/14/97 1:17p Mgummelt * * 27 8/13/97 5:34p Mgummelt * * 26 8/13/97 1:28a Mgummelt * * 25 8/12/97 6:10p Mgummelt * * 24 8/06/97 10:18p Mgummelt * * 23 8/06/97 11:10a Rlove * * 22 7/22/97 4:13p Rlove * Putting final touches on skull wizard. * * 21 7/01/97 7:09a Rlove * Corpses give no experience points. * * 20 6/30/97 5:38p Mgummelt * * 19 6/25/97 9:23p Mgummelt * * 18 6/19/97 5:15p Mgummelt * * 17 6/18/97 6:09p Mgummelt * * 16 6/18/97 4:00p Mgummelt * * 15 5/30/97 10:04p Mgummelt * * 14 5/28/97 10:45a Rlove * Moved sprite effects to client side - smoke, explosions, and flashes. * * 13 5/27/97 10:57a Rlove * Took out old Id sound files * * 12 5/15/97 6:34p Rjohnson * Code cleanup * * 11 5/13/97 2:26p Rlove * */