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

501 lines
12 KiB
C++

/*
* $Header: /H3MP/hcode/paladin.hc 30 10/28/97 1:01p Mgummelt $
*/
/*
==============================================================================
Q:\art\models\players\paladin\newfinal\paladin.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\players\paladin\newfinal
$origin 0 0 0
$base BASE skin
$skin skin
$skin SKIN2
$skin skin3
$flags 0
//
$frame attgnt1 attgnt2 attgnt3 attgnt4 attgnt5
$frame attgnt6 attgnt7 attgnt8 attgnt9 attgnt10
$frame attgnt11
//
$frame attstf1 attstf2 attstf3 attstf4
//
$frame attswd1 attswd2 attswd3 attswd4 attswd5
$frame attswd6 attswd7 attswd8 attswd9 attswd10
$frame attswd11 attswd12
//
$frame crouch1 crouch2 crouch3 crouch4 crouch5
$frame crouch6 crouch7 crouch8 crouch9 crouch10
$frame crouch11 crouch12 crouch13 crouch14 crouch15
$frame crouch16 crouch17 crouch18 crouch19 crouch20
//
$frame death1 death2 death3 death4 death5
$frame death6 death7 death8 death9 death10
$frame death11 death12 death13 death14 death15
$frame death16 death17 death18 death19 death20
//
$frame decap1 decap2 decap3 decap4 decap5
$frame decap6 decap7 decap8 decap9 decap10
$frame decap11 decap12 decap13 decap14 decap15
$frame decap16 decap17 decap18 decap19 decap20
$frame decap21 decap22 decap23 decap24 decap25
$frame decap26 decap27 decap28
//
$frame flygnt1 flygnt2 flygnt3 flygnt4 flygnt5
$frame flygnt6 flygnt7 flygnt8 flygnt9 flygnt10
$frame flygnt11 flygnt12 flygnt13 flygnt14 flygnt15
//
$frame flystf1 flystf2 flystf3 flystf4 flystf5
$frame flystf6 flystf7 flystf8 flystf9 flystf10
$frame flystf11 flystf12 flystf13 flystf14 flystf15
//
$frame flyswd1 flyswd2 flyswd3 flyswd4 flyswd5
$frame flyswd6 flyswd7 flyswd8 flyswd9 flyswd10
$frame flyswd11 flyswd12 flyswd13 flyswd14 flyswd15
//
$frame jump1 jump2 jump3 jump4 jump5
$frame jump6 jump7 jump8 jump9 jump10
$frame jump11 jump12
//
$frame paingnt1 paingnt2 paingnt3 paingnt4 paingnt5
$frame paingnt6 paingnt7
//
$frame painstf1 painstf2 painstf3 painstf4 painstf5
$frame painstf6 painstf7
//
$frame painswd1 painswd2 painswd3 painswd4 painswd5
$frame painswd6 painswd7
//
$frame rungnt1 rungnt2 rungnt3 rungnt4 rungnt5
$frame rungnt6 rungnt7 rungnt8 rungnt9 rungnt10
$frame rungnt11 rungnt12
//
$frame runstf1 runstf2 runstf3 runstf4 runstf5
$frame runstf6 runstf7 runstf8 runstf9 runstf10
$frame runstf11 runstf12
//
$frame runswd1 runswd2 runswd3 runswd4 runswd5
$frame runswd6 runswd7 runswd8 runswd9 runswd10
$frame runswd11 runswd12
//
$frame stdgnt1 stdgnt2 stdgnt3 stdgnt4 stdgnt5
$frame stdgnt6 stdgnt7 stdgnt8 stdgnt9 stdgnt10
$frame stdgnt11 stdgnt12 stdgnt13
//
$frame stdstf1 stdstf2 stdstf3 stdstf4 stdstf5
$frame stdstf6 stdstf7 stdstf8 stdstf9 stdstf10
$frame stdstf11 stdstf12 stdstf13
//
$frame stdswd1 stdswd2 stdswd3 stdswd4 stdswd5
$frame stdswd6 stdswd7 stdswd8 stdswd9 stdswd10
$frame stdswd11 stdswd12 stdswd13
/*--------------------------
ACTUAL (UNIQUE TO CLASS) PLAYER CODE
----------------------------*/
void() player_paladin_run;
void() player_paladin_crouch_stand;
void() player_paladin_crouch_move;
void() player_paladin_stand;
void() player_paladin_jump=[++$jump1..$jump12]
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_paladin_swim =
{
if(self.viewentity==self)
self.th_weapon();
if(self.waterlevel<3)
if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
else
self.think=self.th_stand;
};
void() player_paladin_gauntlet_swim =[++$flygnt1..$flygnt15]
{
player_paladin_swim();
};
void() player_paladin_staff_swim =[++$flystf1..$flystf15]
{
player_paladin_swim();
};
void() player_paladin_swaxe_swim =[++$flyswd1..$flyswd15]
{
player_paladin_swim();
};
void() player_paladin_fly =
{
if(self.viewentity==self)
self.th_weapon();
if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype!=MOVETYPE_FLY)
if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
else
self.think=self.th_stand;
};
void() player_paladin_gauntlet_fly =[++$flygnt1..$flygnt15]
{
player_paladin_fly();
};
void() player_paladin_staff_fly =[++$flystf1..$flystf15]
{
player_paladin_fly();
};
void() player_paladin_swaxe_fly =[++$flyswd1..$flyswd15]
{
player_paladin_fly();
};
void() player_paladin_stand =
{
if(self.viewentity==self)
self.th_weapon();
if(self.hull==HULL_CROUCH)
self.think=player_paladin_crouch_stand;
else if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if (self.velocity_x || self.velocity_y)
self.think=self.th_run;
};
void() player_paladin_gauntlet_stand =[++$stdgnt1..$stdgnt13]
{
player_paladin_stand();
};
void() player_paladin_staff_stand =[++$stdstf1..$stdstf13]
{
player_paladin_stand();
};
void() player_paladin_swaxe_stand =[++$stdswd1..$stdswd13]
{
player_paladin_stand();
};
void() player_paladin_run =
{
if(self.viewentity==self)
self.th_weapon();
if(self.hull==HULL_CROUCH)
self.think=player_paladin_crouch_move;
else if(self.waterlevel>2)
self.think=self.th_swim;
else if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if (!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
};
void() player_paladin_gauntlet_run =[++$rungnt1..$rungnt12]
{
player_paladin_run();
};
void() player_paladin_staff_run =[++$runstf1..$runstf12]
{
player_paladin_run();
};
void() player_paladin_swaxe_run =[++$runswd1..$runswd12]
{
player_paladin_run();
};
void() player_paladin_crouch_stand =
{
if(self.viewentity==self)
self.th_weapon();
if(self.frame>$crouch20 || self.frame<$crouch1)
self.frame=$crouch1;
if(self.movetype==MOVETYPE_FLY)
self.think=self.th_fly;
else if(self.hull==HULL_PLAYER)
self.think=self.th_stand;
else if (self.velocity_x || self.velocity_y)
self.think=player_paladin_crouch_move;
thinktime self : HX_FRAME_TIME;
};
void() player_paladin_crouch_move =[++$crouch1..$crouch20]
{
if(self.viewentity==self)
self.th_weapon();
if(self.movetype==MOVETYPE_FLY)
self.think=player_paladin_fly;
else if(self.hull==HULL_PLAYER)
self.think=self.th_run;
else if (!self.velocity_x && !self.velocity_y)
self.think=player_paladin_crouch_stand;
};
void() player_paladin_attack=
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped&&!self.button0)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_paladin_gauntlet_attack=[++$attgnt1..$attgnt11]
{
player_paladin_attack();
};
void() player_paladin_swaxe_attack=[++$attswd1..$attswd12]
{
player_paladin_attack();
};
void() player_paladin_staff_attack=[++$attstf1..$attstf4]
{
player_paladin_attack();
};
void() player_paladin_pain=
{
if(self.viewentity==self)
self.th_weapon();
if(cycle_wrapped)
{
if(!self.velocity_x && !self.velocity_y)
self.think=self.th_stand;
else
self.think=self.th_run;
}
};
void() player_paladin_gauntlet_pain =[++$paingnt1..$paingnt7]
{
if(self.frame==$paingnt1)
PainSound();
player_paladin_pain();
};
void() player_paladin_staff_pain =[++$painstf1..$painstf7]
{
if(self.frame==$painstf1)
PainSound();
player_paladin_pain();
};
void() player_paladin_swaxe_pain =[++$painswd1..$painswd7]
{
if(self.frame==$painswd1)
PainSound();
player_paladin_pain();
};
void() player_paladin_die1=[++$death1..$death20]
{
if(cycle_wrapped)
{
self.frame=$death20;
self.think=PlayerDead;
}
};
void() player_paladin_die2=[++$death1..$death20]
{
if(cycle_wrapped)
{
self.frame=$death20;
self.think=PlayerDead;
}
};
void() player_paladin_behead =
{
self.level=$decap1;
self.dmg=$decap28;
self.cnt=0;
player_behead();
};
void Pal_Change_Weapon (void)
{
if(self.weapon==IT_WEAPON1)
{
self.th_stand=player_paladin_gauntlet_stand;
self.th_missile=pal_gauntlet_fire;
self.th_run=player_paladin_gauntlet_run;
self.th_pain=player_paladin_gauntlet_pain;
self.th_swim=player_paladin_gauntlet_swim;
self.th_fly=player_paladin_gauntlet_fly;
}
else if(self.weapon==IT_WEAPON4)
{
self.th_stand=player_paladin_staff_stand;
self.th_missile=pal_purifier_fire;
self.th_run=player_paladin_staff_run;
self.th_pain=player_paladin_staff_pain;
self.th_swim=player_paladin_staff_swim;
self.th_fly=player_paladin_staff_fly;
}
else
{
self.th_stand=player_paladin_swaxe_stand;
if(self.weapon==IT_WEAPON2)
self.th_missile=pal_vorpal_fire;
else
self.th_missile=pal_axe_fire;
self.th_run=player_paladin_swaxe_run;
self.th_pain=player_paladin_swaxe_pain;
self.th_swim=player_paladin_swaxe_swim;
self.th_fly=player_paladin_swaxe_fly;
}
if(self.hull!=HULL_CROUCH)
self.think=self.th_stand;
}
/*
void paladin_spurt ()
{
SpawnPuff (self.origin+'0 0 56', '0 0 35',5,self);
thinktime self : 0.1;
}
*/
/*QUAK-ED paladin_dead (1 0 0) (-16 -16 0) (16 16 56)
*/
/*
void paladin_dead(void)
{
self.solid = SOLID_SLIDEBOX;
self.movetype = MOVETYPE_STEP;
self.takedamage=DAMAGE_YES;
self.flags2(+)FL_ALIVE;
self.thingtype=THINGTYPE_FLESH;
self.frame=$decap14;
setmodel (self, "models/paladin.mdl");
setsize (self, '-16 -16 0', '16 16 200');
self.hull=HULL_POINT;
self.health = self.max_health=2000;
self.mass = 2000;
self.drawflags(+)MLS_ABSLIGHT;
self.abslight=0.5;
self.think=paladin_spurt;
thinktime self : 0.1;
}
*/
/*
* $Log: /H3MP/hcode/paladin.hc $
*
* 30 10/28/97 1:01p Mgummelt
* Massive replacement, rewrote entire code... just kidding. Added
* support for 5th class.
*
* 28 8/23/97 7:15p Rlove
*
* 27 8/19/97 12:57p Mgummelt
*
* 26 8/19/97 12:22a Mgummelt
*
* 25 8/17/97 5:34p Mgummelt
*
* 24 8/08/97 6:21p Mgummelt
*
* 23 7/18/97 11:05a Mgummelt
*
* 22 7/17/97 6:53p Mgummelt
*
* 21 7/15/97 2:20p Mgummelt
*
* 20 7/07/97 11:46a Mgummelt
*
* 19 6/18/97 4:00p Mgummelt
*
* 18 6/14/97 10:56a Rlove
*
* 17 5/23/97 11:51p Mgummelt
*
* 16 5/14/97 3:36p Rjohnson
* Inital stats implementation
*
* 15 5/08/97 9:38p Bgokey
*
* 14 4/26/97 6:23p Mgummelt
*
* 13 4/17/97 1:45p Mgummelt
*
* 12 4/16/96 11:52p Mgummelt
*
* 11 4/16/97 1:49p Mgummelt
*
* 10 4/16/97 1:38p Mgummelt
*
* 9 4/13/96 3:30p Mgummelt
*
* 8 4/12/97 3:20p Rlove
* Fixed problem with assassin grenade model.
*
* 7 4/12/96 9:01a Mgummelt
*
* 6 4/11/96 1:04p Mgummelt
*
* 5 4/11/97 12:32a Mgummelt
*
* 4 3/29/97 12:17p Rlove
* Stopped him for screen shots
*
* 3 1/22/97 10:35a Rlove
* Changed paladin blocking
*
* 2 12/31/96 9:22a Rlove
* Added the Paladin player character
*
* 1 12/30/96 4:57p Rlove
*/