hexen2/H2MP/hcode/crossbow.hc
2000-11-10 00:00:00 +00:00

552 lines
13 KiB
C++

/*
* $Header: /H2 Mission Pack/HCode/crossbow.hc 3 3/16/98 2:19a Mgummelt $
*/
/*
==============================================================================
Q:\art\models\weapons\crossbow\final\crossbow.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\weapons\crossbow\final
$origin 0 0 0
$base base skin
$skin skin
$flags 0
//
$frame select1 select2 select3 select4 select5
$frame select6 select7 select8 select9 select10
$frame select11 select12 select13 select14 select15
//
$frame shoot1 shoot2 shoot3 shoot4 shoot5
$frame shoot6 shoot7 shoot8 shoot9 shoot10
$frame shoot11 shoot12 shoot13 shoot14 shoot15
$frame shoot16 shoot17 shoot18 shoot19
void flashspin ()
{
if(self.lifetime<time)
remove(self);
else
{
self.scale+=0.05;
thinktime self : 0.075;
}
}
void MakeFlash(vector org)
{
newmis=spawn_temp();
newmis.movetype=MOVETYPE_NOCLIP;
newmis.angles=vectoangles(v_forward);
newmis.avelocity_z=random(200,700);
newmis.scale=0.1;
newmis.drawflags(+)MLS_ABSLIGHT|SCALE_ORIGIN_CENTER;
newmis.abslight=0.5;
newmis.lifetime=time+0.3;
newmis.think=flashspin;
thinktime newmis : 0;
setmodel(newmis,"models/arrowhit.mdl");
setsize(newmis,'0 0 0','0 0 0');
setorigin(newmis,org);
}
void() FallAndRemove =
{
//self.enemy.movetype?
traceline(self.origin,self.origin-'0 0 24',TRUE,self);
if(pointcontents(self.origin)==CONTENT_SOLID||trace_fraction<1)
remove(self);
self.movetype=MOVETYPE_BOUNCE;
self.velocity_z=random(-60,-150);
self.flags(-)FL_ONGROUND;
self.avelocity=RandomVector('50 50 50');
self.think=SUB_Remove;
thinktime self : self.wait;
};
void() CB_BoltStick=
{
if(self.wait<=time)
if(self.classname=="bolt")
{
self.wait=2;
self.think=FallAndRemove;
}
else if(self.classname=="stickmine")
self.think=MultiExplode;
else
self.think=DarkExplosion;
else if(self.enemy.health<=0&&self.health)
{
self.health=0;
if(self.classname=="bolt")
{
self.wait=random(1,3);
self.think=FallAndRemove;
}
else
{
self.movetype=MOVETYPE_BOUNCE;
self.velocity_z=random(-100,100);
self.avelocity=RandomVector('50 50 50');
}
}
else if(self.movetype!=MOVETYPE_BOUNCE)
{
setorigin(self,self.enemy.origin+self.view_ofs);
self.angles=self.o_angle + self.enemy.angles;
self.think=CB_BoltStick;
}
thinktime self : 0;
};
void() CB_BoltHit=
{
if(other==self.owner||(other.owner==self.owner&&other.classname==self.classname))
return;
vector stickdir, stickspot,center;
float rad,stick;
v_forward=normalize(self.velocity);
stopSound(self,CHAN_BODY);
//sound(self,CHAN_BODY,"misc/null.wav",1,ATTN_NORM);
setsize(self,'0 0 0','0 0 0');
self.takedamage=DAMAGE_NO;
self.velocity='0 0 0';
self.movetype=MOVETYPE_NOCLIP;
self.solid=SOLID_NOT;
self.touch=SUB_Null;
self.health=other.health;
if(other.thingtype==THINGTYPE_FLESH)
sound(self, CHAN_WEAPON, "assassin/arr2flsh.wav", 1, ATTN_NORM);
else if(other.thingtype==THINGTYPE_WOOD)
sound(self, CHAN_WEAPON, "assassin/arr2wood.wav", 1, ATTN_NORM);
else
sound(self, CHAN_WEAPON, "weapons/met2stn.wav", 1, ATTN_NORM);
MakeFlash(self.origin-v_forward*8);
if(other.takedamage)
{
if(self.classname=="bolt")
T_Damage(other,self,self.owner,10);
else
T_Damage(other,self,self.owner,3);
SpawnPuff(self.origin+v_forward*8,'0 0 0'-v_forward*24,10,other);
if(other.solid!=SOLID_BSP)
{
//Put it right below view of player
if(other.classname=="player")
{
stickdir_z=other.origin_z+other.proj_ofs_z+ 1;
stickdir=other.origin+normalize(self.origin-other.origin)*12;
stick=TRUE;
setorigin(self,stickdir);
}
else
{
rad=(other.maxs_x+other.maxs_z)*0.5;
center=(other.absmax+other.absmin)*0.5;
stickspot=self.origin+v_forward*other.maxs_x*2;
if(vlen(center-stickspot)<rad*0.5)
{
stick=TRUE;
setorigin(self,stickspot);
}
else
stick=FALSE;
}
self.wait=time + random(0.1,2);
}
}
else
{
CreateWhiteSmoke(self.origin-v_forward*8,'0 0 8',HX_FRAME_TIME);
SpawnPuff(self.origin+v_forward*8,'0 0 0'-v_forward*24,10,world);
if(self.classname=="bolt")
{
if(random()<0.7)
chunk_death();
else if(random()<0.5)
{
self.movetype=MOVETYPE_BOUNCE;
self.velocity_z=-20;
self.flags(-)FL_ONGROUND;
self.avelocity_x=random(-360,360);
self.avelocity_y=random(-360,360);
self.avelocity_z=random(-360,360);
self.touch=SUB_Null;
self.think=SUB_Remove;
thinktime self : random(0.5,1.5);
return;
}
}
else
stick=TRUE;
self.wait=time + random(1,3);
}
//FIXME: only stick in if thingtype is wood or flesh,
//otherwise, no damage and bounce off!
if(other.movetype||other.takedamage||stick||self.health)
{
if(stick)
{
self.enemy=other;
self.view_ofs=(self.origin-other.origin);
self.o_angle=(self.angles-self.enemy.angles);
if(other.health)
self.health=other.health;
else
self.health=FALSE;
self.think=CB_BoltStick;
thinktime self : 0;
}
else if(self.classname=="bolt")
remove(self);
else
DarkExplosion();
}
else
{
self.movetype=MOVETYPE_NONE;
if(self.classname=="bolt")
self.think=SUB_Remove;
else
self.think=DarkExplosion;
thinktime self : 2;
}
};
void ArrowFlyThink (void)
{
if(self.lifetime<time&&self.mins=='0 0 0')
{
self.takedamage=DAMAGE_YES;
// setsize(self,'-3 -3 -2','3 3 2');
}
if(self.model=="models/flaming.mdl")
{
self.frame+=1;
if(self.frame>9)
self.frame=0;
}
self.angles=vectoangles(self.velocity);
self.think=ArrowFlyThink;
thinktime self : 0.05;
}
void ArrowSound (void)
{
//attn_static instead?
// sound(self,CHAN_BODY,"assassin/arrowfly.wav",1,ATTN_NORM);
self.think=ArrowFlyThink;
thinktime self : 0;
}
void FlamingArrowThink (void)
{
float waterornot;
waterornot=pointcontents(self.origin);
if(waterornot==CONTENT_WATER||waterornot==CONTENT_SLIME)
{
sound (self, CHAN_WEAPON, "misc/fout.wav", 1, ATTN_NORM);
DeathBubbles(1);
setmodel(self,"models/NFarrow.mdl");
}
ArrowSound();
}
void ArrowThink (void)
{
vector dir;
dir=normalize(self.velocity);
traceline(self.origin,self.origin+dir*1000,FALSE,self);
if(!trace_ent.takedamage)
HomeThink();
self.angles=vectoangles(self.velocity);
if(self.classname=="bolt")
self.think=ArrowSound;
else
self.think=FlamingArrowThink;
thinktime self : 0;
}
void(float offset, float powered_up) FireCB_Bolt =
{
local entity missile;
makevectors(self.v_angle);
missile=spawn();
missile.owner=self;
missile.solid=SOLID_BBOX;
missile.hull=HULL_POINT;
missile.health=3;
if(deathmatch)
offset*=.333;
if(powered_up)
{
missile.frags=TRUE;
missile.thingtype=THINGTYPE_METAL;
missile.movetype=MOVETYPE_FLYMISSILE;
missile.classname="flaming arrow";
setmodel(missile,"models/flaming.mdl");
missile.dmg=40;
missile.drawflags(+)MLS_FIREFLICKER;
missile.th_die=MultiExplode;
}
else
{
missile.thingtype=THINGTYPE_WOOD;
missile.movetype=MOVETYPE_FLYMISSILE;
missile.classname="bolt";
setmodel(missile,"models/arrow.mdl");
missile.th_die=chunk_death;
}
missile.touch=CB_BoltHit;
missile.speed=random(700,1200);
missile.o_angle=missile.velocity=normalize(v_forward)*missile.speed+v_right*offset;
missile.angles=vectoangles(missile.velocity);
missile.ideal_yaw=TRUE;
missile.turn_time = 0;
missile.veer=0;
missile.think= ArrowThink;
thinktime missile : 0;
missile.lifetime=time+0.2;
setsize(missile,'0 0 0','0 0 0');
setorigin(missile,self.origin+self.proj_ofs+v_forward*8);
};
void()crossbow_fire;
void crossbow_idle(void)
{
self.th_weapon=crossbow_idle;
self.weaponframe=$shoot19;
}
void crossbow_fire (void)
{
self.wfs = advanceweaponframe($shoot1,$shoot18);
self.th_weapon=crossbow_fire;
if (self.weaponframe >= $shoot2 && self.weaponframe <= $shoot4)
if(self.artifact_active&ART_TOMEOFPOWER)
{
if(self.weaponframe==$shoot2)
{
sound(self,CHAN_WEAPON,"assassin/firefblt.wav",1,ATTN_NORM);
self.bluemana-=10;
FireCB_Bolt(0,TRUE);
}
else if(self.weaponframe==$shoot3)
{
FireCB_Bolt(-100,TRUE);
FireCB_Bolt(100,TRUE);
}
else if(self.weaponframe==$shoot4)
{
FireCB_Bolt(-200,TRUE);
FireCB_Bolt(200,TRUE);
self.attack_finished=time+0.3;
}
}
else
{
if(self.weaponframe==$shoot2)
{
sound(self,CHAN_WEAPON,"assassin/firebolt.wav",1,ATTN_NORM);
self.bluemana-=3;
FireCB_Bolt(0,FALSE);
}
else if(self.weaponframe==$shoot3)
FireCB_Bolt(-100,FALSE);
else if(self.weaponframe==$shoot4)
{
FireCB_Bolt(100,FALSE);
self.attack_finished=time+0.5;
}
}
else if (self.wfs==WF_CYCLE_WRAPPED)
crossbow_idle();
}
void crossbow_select (void)
{
//selection sound?
self.wfs = advanceweaponframe($select15,$select1);
self.weaponmodel = "models/crossbow.mdl";
self.th_weapon=crossbow_select;
if (self.weaponframe==$select1)
{
self.attack_finished = time - 1;
crossbow_idle();
}
}
void crossbow_deselect (void)
{
self.wfs = advanceweaponframe($select1,$select15);
self.th_weapon=crossbow_deselect;
if (self.wfs==WF_CYCLE_WRAPPED)
W_SetCurrentAmmo();
}
/*
* $Log: /H2 Mission Pack/HCode/crossbow.hc $
*
* 3 3/16/98 2:19a Mgummelt
*
* 2 3/13/98 3:27a Mgummelt
* Replaced all sounds that played a null.wav with stopSound commands
*
* 68 10/28/97 1:00p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 66 9/11/97 12:02p Mgummelt
*
* 65 9/10/97 11:39p Mgummelt
*
* 64 8/26/97 7:38a Mgummelt
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* 63 8/21/97 5:04p Mgummelt
*
* 62 8/18/97 12:20p Mgummelt
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* 61 8/15/97 2:55a Mgummelt
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* 60 8/08/97 6:21p Mgummelt
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* 59 8/07/97 10:30p Mgummelt
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* 58 8/06/97 10:19p Mgummelt
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* 57 8/04/97 8:03p Mgummelt
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* 56 7/30/97 3:32p Mgummelt
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* 55 7/28/97 8:27p Mgummelt
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* 54 7/26/97 8:38a Mgummelt
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* 53 7/25/97 11:45a Mgummelt
*
* 52 7/24/97 4:06p Rlove
*
* 51 7/24/97 3:53p Rlove
*
* 50 7/24/97 3:26a Mgummelt
*
* 49 7/21/97 4:03p Mgummelt
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* 48 7/21/97 4:02p Mgummelt
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* 47 7/17/97 6:53p Mgummelt
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* 46 7/17/97 11:44a Mgummelt
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* 45 7/16/97 8:12p Mgummelt
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* 44 7/16/97 6:06p Mgummelt
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* 43 7/15/97 8:30p Mgummelt
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* 42 7/14/97 9:30p Mgummelt
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* 41 7/10/97 7:21p Mgummelt
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* 40 7/09/97 6:31p Mgummelt
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* 39 7/02/97 8:46p Mgummelt
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* 38 7/01/97 3:30p Mgummelt
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* 37 7/01/97 2:21p Mgummelt
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* 36 6/30/97 5:38p Mgummelt
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* 35 6/18/97 6:20p Mgummelt
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* 34 6/18/97 4:00p Mgummelt
*
* 33 6/16/97 4:00p Mgummelt
*
* 32 6/05/97 8:16p Mgummelt
*
* 31 6/05/97 9:29a Rlove
* Weapons now have deselect animations
*
* 30 6/03/97 10:48p Mgummelt
*
* 29 5/29/97 12:25p Mgummelt
*
* 28 5/28/97 8:13p Mgummelt
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* 27 5/23/97 11:51p Mgummelt
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* 26 5/23/97 2:54p Mgummelt
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* 25 5/22/97 2:50a Mgummelt
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* 24 5/20/97 9:32p Mgummelt
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* 23 5/15/97 12:30a Mgummelt
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* 22 5/06/97 1:29p Mgummelt
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* 21 5/05/97 10:09p Mgummelt
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* 20 5/05/97 4:48p Mgummelt
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* 19 4/30/97 5:03p Mgummelt
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* 18 4/25/97 8:32p Mgummelt
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* 17 4/24/97 3:57p Mgummelt
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* 16 4/24/97 2:15p Mgummelt
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* 15 4/22/97 5:55p Mgummelt
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* 14 4/21/97 8:47p Mgummelt
*
* 13 4/21/97 12:31p Mgummelt
*
* 12 4/18/97 11:44a Rlove
* changed advanceweaponframe to return frame state
*
* 11 4/17/97 1:28p Rlove
* added new built advanceweaponframe
*
* 10 4/16/96 11:51p Mgummelt
*
* 9 4/16/97 4:34p Mgummelt
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* 8 4/16/97 4:22p Mgummelt
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* 7 4/11/96 1:51p Mgummelt
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* 6 4/10/96 2:49p Mgummelt
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* 5 4/09/97 1:38p Mgummelt
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* 4 4/09/97 1:21p Mgummelt
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* 3 4/09/97 1:01p Mgummelt
*
* 2 4/09/97 12:23p Mgummelt
*
* 1 4/09/97 12:22p Mgummelt
*
* 2 2/28/97 5:00p Rlove
*/