/* * $Header: /H2 Mission Pack/HCode/boner.hc 3 3/06/98 4:55p Mgummelt $ */ /* ============================================================================== 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 fire1 fire2 fire3 fire4 fire5 $frame fire6 fire7 fire8 fire9 fire10 $frame fire11 fire12 // $frame go2mag01 go2mag02 go2mag03 go2mag04 go2mag05 $frame go2mag06 go2mag07 go2mag08 go2mag09 go2mag10 $frame go2mag11 go2mag12 go2mag13 // $frame go2shd01 go2shd02 $frame go2shd03 go2shd04 go2shd05 go2shd06 go2shd07 $frame go2shd08 go2shd09 go2shd10 go2shd11 go2shd12 $frame go2shd13 go2shd14 // $frame idle1 idle2 idle3 idle4 idle5 $frame idle6 idle7 idle8 idle9 idle10 $frame idle11 idle12 idle13 idle14 idle15 $frame idle16 idle17 idle18 idle19 idle20 $frame idle21 idle22 // $frame mfire1 mfire2 mfire3 mfire4 mfire5 $frame mfire6 mfire7 mfire8 // $frame midle01 midle02 midle03 midle04 midle05 $frame midle06 midle07 midle08 midle09 midle10 $frame midle11 midle12 midle13 midle14 midle15 $frame midle16 midle17 midle18 midle19 midle20 $frame midle21 midle22 // $frame mselect01 mselect02 mselect03 mselect04 mselect05 $frame mselect06 mselect07 mselect08 mselect09 mselect10 $frame mselect11 mselect12 mselect13 mselect14 mselect15 $frame mselect16 mselect17 mselect18 mselect19 mselect20 // $frame select1 select2 select3 select4 select5 $frame select6 select7 /* ============================================================================== MULTI-DAMAGE Collects multiple small damages into a single damage ============================================================================== */ void(vector org)smolder; void(vector org, float damage) Ricochet = { //float r; particle4(org,3,random(368,384),PARTICLETYPE_GRAV,damage/2); /* r = random(100); if (r > 95) sound (targ,CHAN_AUTO,"weapons/ric1.wav",1,ATTN_NORM); else if (r > 91) sound (targ,CHAN_AUTO,"weapons/ric2.wav",1,ATTN_NORM); else if (r > 87) sound (targ,CHAN_AUTO,"weapons/ric3.wav",1,ATTN_NORM); */ }; entity multi_ent; float multi_damage; void() ClearMultDamg = { multi_ent = world; multi_damage = 0; }; void() ApplyMultDamg = { float kicker, inertia; if (!multi_ent) return; entity loser,winner; winner=self; loser=multi_ent; kicker = multi_damage * 7 - vlen(winner.origin - loser.origin); if(kicker>0) { if(loser.flags&FL_ONGROUND) { loser.flags(-)FL_ONGROUND; loser.velocity_z = loser.velocity_z + 150; } if (loser.mass<=10) inertia = 1; else inertia = loser.mass/10; if(loser==self) loser.velocity = loser.velocity - (normalize(loser.v_angle) * (kicker / inertia)); else loser.velocity = loser.velocity + (normalize(winner.v_angle) * (kicker / inertia)); T_Damage (loser, winner, winner, multi_damage); } }; void(entity hit, float damage) AddMultDamg = { if (!hit) return; if (hit != multi_ent) { ApplyMultDamg (); multi_damage = damage; multi_ent = hit; } else multi_damage = multi_damage + damage; }; void(float damage, vector dir) TraceHit = { local vector vel, org; vel = (normalize(dir + v_factorrange('-1 -1 0','1 1 0')) + 2 * trace_plane_normal) * 200; org = trace_endpos - dir*4; if (trace_ent.takedamage) { SpawnPuff (org, vel*0.1, damage*0.25,trace_ent); AddMultDamg (trace_ent, damage); } else Ricochet(org,damage); }; void(float shotcount, vector dir, vector spread) InstantDamage = { vector direction; vector src; makevectors(self.v_angle); src = self.origin + self.proj_ofs+'0 0 6'+v_forward*10; ClearMultDamg (); while (shotcount > 0) { direction = dir + random(-1,1)*spread_x*v_right; direction += random(-1,1)*spread_y*v_up; traceline (src, src + direction*2048, FALSE, self); if (trace_fraction != 1.0) TraceHit (4, direction); shotcount = shotcount - 1; } ApplyMultDamg (); }; void bone_shard_touch () { if(other==self.owner) return; string hitsound; if(other.takedamage) { hitsound="necro/bonenhit.wav"; T_Damage(other, self,self.owner,self.dmg); } else { hitsound="necro/bonenwal.wav"; T_RadiusDamage(self,self.owner,self.dmg*2,self.owner); } //FIXME: add sprite, particles, sound starteffect(CE_WHITE_SMOKE, self.origin,'0 0 0', HX_FRAME_TIME); sound(self,CHAN_WEAPON,hitsound,1,ATTN_NORM); particle4(self.origin,3,random(368,384),PARTICLETYPE_GRAV,self.dmg/2); endeffect(MSG_ALL,self.wrq_effect_id); remove(self); } void bone_removeshrapnel (void) { endeffect(MSG_ALL,self.wrq_effect_id); remove(self); } void fire_bone_shrapnel () { vector shard_vel; newmis=spawn(); newmis.owner=self.owner; newmis.movetype=MOVETYPE_BOUNCE; newmis.solid=SOLID_PHASE; newmis.effects (+) EF_NODRAW; newmis.touch=bone_shard_touch; newmis.dmg=15; newmis.think=bone_removeshrapnel; thinktime newmis : 3; newmis.speed=777; trace_fraction=0; trace_ent=world; while(trace_fraction!=1&&!trace_ent.takedamage) { shard_vel=randomv('1 1 1','-1 -1 -1'); traceline(self.origin,self.origin+shard_vel*36,TRUE,self); } newmis.velocity=shard_vel*newmis.speed; newmis.avelocity=randomv('777 777 777','-777 -777 -777'); setmodel(newmis,"models/boneshrd.mdl"); setsize(newmis,'0 0 0','0 0 0'); setorigin(newmis,self.origin+shard_vel*8); newmis.wrq_effect_id = starteffect(CE_BONESHRAPNEL, newmis.origin, newmis.velocity, newmis.angles,newmis.avelocity); } void bone_shatter () { float shard_count; shard_count=20; while(shard_count) { fire_bone_shrapnel(); shard_count-=1; } } void bone_power_touch () { vector randomvec; sound(self,CHAN_WEAPON,"necro/bonephit.wav",1,ATTN_NORM); if(other.takedamage) { dprint("Doing damage\n"); T_Damage(other, self,self.owner,self.dmg*2); dprint("Doing effects\n"); randomvec=randomv('-20 -20 -20','20 20 20'); starteffect(CE_GHOST, self.origin-self.movedir*8+randomvec,'0 0 30'+randomvec, 0.1); randomvec=randomv('-20 -20 -20','20 20 20'); starteffect(CE_GHOST, self.origin-self.movedir*8+randomvec,'0 0 30'+randomvec, 0.1); randomvec=randomv('-20 -20 -20','20 20 20'); starteffect(CE_GHOST, self.origin-self.movedir*8+randomvec,'0 0 30'+randomvec, 0.1); randomvec=randomv('-20 -20 -20','20 20 20'); starteffect(CE_GHOST, self.origin-self.movedir*8+randomvec,'0 0 30'+randomvec, 0.1); } self.flags2(+)FL2_ADJUST_MON_DAM; dprint("Doing radius damage\n"); T_RadiusDamage(self,self.owner,self.dmg,other); self.solid=SOLID_NOT; dprint("shattering\n"); bone_shatter(); dprint("Doing final effect\n"); starteffect(CE_BONE_EXPLOSION, self.origin-self.movedir*6,'0 0 0', HX_FRAME_TIME); particle4(self.origin,50,random(368,384),PARTICLETYPE_GRAV,10); dprint("removing\n"); remove(self); } /* void power_trail() { if(self.owner.classname!="player") dprint("ERROR: Bone powered owner not player!\n"); if(self.touch==SUB_Null) dprint("ERROR: Bone powered touch is null!\n"); particle4(self.origin,10,random(368,384),PARTICLETYPE_SLOWGRAV,3); thinktime self : 0.05; } */ /* void bone_smoke_fade () { thinktime self : 0.05; self.abslight-=0.05; self.scale+=0.05; if(self.abslight==0.35) self.skin=1; else if(self.abslight==0.2) self.skin=2; else if(self.abslight<=0.1) remove(self); } void MakeBoneSmoke () { entity smoke; smoke=spawn_temp(); smoke.movetype=MOVETYPE_FLYMISSILE; smoke.velocity=randomv('0 0 20')+v_forward*20; smoke.drawflags(+)MLS_ABSLIGHT|DRF_TRANSLUCENT; smoke.abslight=0.5; smoke.angles=vectoangles(v_forward); smoke.avelocity_x=random(-600,600); smoke.scale=0.1; setmodel(smoke,"models/bonefx.mdl"); setsize(smoke,'0 0 0','0 0 0'); setorigin(smoke,self.origin); smoke.think=bone_smoke_fade; thinktime smoke : 0.05; } void bone_smoke () { self.cnt+=1; MakeBoneSmoke(); if(self.cnt>3) self.nextthink=-1; else thinktime self : 0.01; } */ void bone_fire(float powered_up, vector ofs) { //SOUND vector org; makevectors(self.v_angle); newmis=spawn(); newmis.owner=self; newmis.movetype=MOVETYPE_FLYMISSILE; newmis.solid=SOLID_BBOX; newmis.speed=1000; newmis.velocity=v_forward*newmis.speed; org=self.origin+self.proj_ofs+v_forward*8+v_right*(ofs_y+12)+v_up*ofs_z; setorigin(newmis,org); if(powered_up) { self.punchangle_x=-2; sound(self,CHAN_WEAPON,"necro/bonefpow.wav",1,ATTN_NORM); self.attack_finished=time + 1.3; newmis.dmg=100;//was 200 newmis.frags=TRUE; // newmis.takedamage=DAMAGE_YES; // newmis.health=3; // newmis.th_die=bone_shatter; newmis.touch=bone_power_touch; newmis.avelocity=randomv('777 777 777','-777 -777 -777'); setmodel(newmis,"models/bonelump.mdl"); setsize(newmis,'0 0 0','0 0 0'); //newmis.think=power_trail; //thinktime newmis : 0; self.greenmana-=20; } else { newmis.speed+=random(500); newmis.dmg=7; newmis.touch=bone_shard_touch; newmis.effects (+) EF_NODRAW; setmodel(newmis,"models/boneshot.mdl"); setsize(newmis,'0 0 0','0 0 0'); newmis.velocity+=v_right*ofs_y*10+v_up*ofs_z*10; newmis.angles=vectoangles(newmis.velocity); // newmis.avelocity_z=random(777,-777); newmis.wrq_effect_id = starteffect(CE_BONESHARD, newmis.origin, newmis.velocity, newmis.angles,newmis.avelocity); //newmis.think=bone_smoke; //thinktime newmis : 0.06; } } void bone_normal() { vector dir; //sound sound(self,CHAN_WEAPON,"necro/bonefnrm.wav",1,ATTN_NORM); self.effects(+)EF_MUZZLEFLASH; makevectors(self.v_angle); dir=normalize(v_forward); InstantDamage(4,dir,'0.1 0.1 0.1'); // InstantDamage(12,dir,'0.1 0.1 0.1'); self.greenmana-=1; self.attack_finished=time+0.3; } void bone_fire_once() { vector ofs; ofs_z=random(-5,5); ofs_x=random(-5,5); ofs_y=random(-5,5); bone_fire(FALSE,ofs); } /*====================== 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()boneshard_ready; void() Nec_Bon_Attack; void boneshard_fire (void) { self.wfs = advanceweaponframe($fire1,$fire12); if(self.button0&&self.weaponframe>$fire3 &&!self.artifact_active&ART_TOMEOFPOWER) self.weaponframe=$fire3; self.th_weapon=boneshard_fire; self.last_attack=time; if(self.wfs==WF_CYCLE_WRAPPED||self.greenmana<1||(self.greenmana<10&&self.artifact_active&ART_TOMEOFPOWER)) boneshard_ready(); else if(self.weaponframe==$fire3) if(self.artifact_active&ART_TOMEOFPOWER) bone_fire(TRUE,'0 0 0'); else bone_normal(); if(random()<0.8&&!self.artifact_active&ART_TOMEOFPOWER&&self.weaponframe<=$fire6) bone_fire_once(); } void() Nec_Bon_Attack = { boneshard_fire(); thinktime self : 0; }; void boneshard_jellyfingers () { self.wfs = advanceweaponframe($idle1,$idle22); self.th_weapon=boneshard_jellyfingers; if(self.wfs==WF_CYCLE_WRAPPED) boneshard_ready(); } void boneshard_ready (void) { self.weaponframe=$idle1; if(random()<0.1&&random()<0.3&&random()<0.5) self.th_weapon=boneshard_jellyfingers; else self.th_weapon=boneshard_ready; } void boneshard_select (void) { self.wfs = advanceweaponframe($select7,$select1); self.weaponmodel = "models/spllbook.mdl"; self.th_weapon=boneshard_select; if(self.wfs==WF_CYCLE_WRAPPED) { self.attack_finished = time - 1; boneshard_ready(); } } void boneshard_deselect (void) { self.wfs = advanceweaponframe($select1,$select7); self.th_weapon=boneshard_deselect; if(self.wfs==WF_CYCLE_WRAPPED) W_SetCurrentAmmo(); } void boneshard_select_from_mmis (void) { self.wfs = advanceweaponframe($go2shd01,$go2shd14); self.weaponmodel = "models/spllbook.mdl"; self.th_weapon=boneshard_select_from_mmis; if(self.wfs==WF_CYCLE_WRAPPED) { self.attack_finished = time - 1; boneshard_ready(); } } /* * $Log: /H2 Mission Pack/HCode/boner.hc $ * * 3 3/06/98 4:55p Mgummelt * * 2 2/12/98 5:55p Jmonroe * remove unreferenced funcs * * 53 10/28/97 1:00p Mgummelt * Massive replacement, rewrote entire code... just kidding. Added * support for 5th class. * * 51 10/17/97 3:53p Mgummelt * * 50 10/16/97 12:02p Mgummelt * * 49 10/13/97 10:28a Rlove * Made the bone shard powerup more network friendly. * * 48 10/10/97 9:13a Rlove * Moved bone shard shrapnel to client side effect * * 47 10/08/97 11:14a Rlove * * 46 9/17/97 1:27p Rlove * * 45 9/11/97 12:02p Mgummelt * * 44 9/11/97 9:05a Mgummelt * * 43 9/07/97 9:42a Mgummelt * * 42 8/31/97 8:52a Mgummelt * * 41 8/30/97 6:58p Mgummelt * * 40 8/29/97 4:17p Mgummelt * Long night * * 39 8/26/97 7:38a Mgummelt * * 38 8/24/97 4:34p Mgummelt * * 37 8/19/97 12:57p Mgummelt * * 36 8/13/97 5:46p Mgummelt * * 35 8/08/97 6:21p Mgummelt * * 34 8/07/97 10:30p Mgummelt * * 33 8/06/97 10:19p Mgummelt * * 32 8/04/97 8:03p Mgummelt * * 31 8/01/97 9:51p Mgummelt * * 30 8/01/97 9:49p Mgummelt * * 29 7/31/97 10:55p Mgummelt * * 28 7/30/97 8:26p Mgummelt * * 27 7/30/97 3:32p Mgummelt * * 26 7/29/97 3:46p Mgummelt * * 25 7/28/97 8:41p Mgummelt * * 24 7/28/97 8:27p Mgummelt * * 23 7/28/97 7:50p Mgummelt * * 22 7/24/97 11:38a Mgummelt * * 21 7/21/97 4:03p Mgummelt * * 20 7/21/97 4:02p Mgummelt * * 19 7/15/97 8:30p Mgummelt * * 18 7/14/97 9:30p Mgummelt * * 17 7/10/97 7:21p Mgummelt * * 16 7/09/97 6:31p Mgummelt * * 15 7/01/97 3:30p Mgummelt * * 14 7/01/97 2:21p Mgummelt * * 13 6/30/97 5:38p Mgummelt * * 12 6/23/97 4:50p Mgummelt * * 11 6/19/97 3:33p Rjohnson * removed crandom() * * 10 6/18/97 5:59p Mgummelt * * 9 6/18/97 4:19p Mgummelt * * 8 6/18/97 4:00p Mgummelt * * 7 6/12/97 8:54p Mgummelt * * 6 6/09/97 10:21p Mgummelt * * 5 6/05/97 9:29a Rlove * Weapons now have deselect animations * */