511 lines
12 KiB
C++
511 lines
12 KiB
C++
/*
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* $Header: /HexenWorld/HCode/assassin.hc 1 2/04/98 1:59p Rjohnson $
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*/
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/*
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==============================================================================
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Q:\art\models\players\assassin\newfinal\assassin.hc
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==============================================================================
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*/
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// For building the model
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$cd Q:\art\models\players\assassin\newfinal
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$origin 0 0 0
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$base BASE Skin
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$skin Skin
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$flags 0
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//
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$frame attdag1 attdag2 attdag3 attdag4 attdag5
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$frame attdag6 attdag7 attdag8 attdag9 attdag10
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$frame attdag11
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//
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$frame attstf1 attstf2 attstf3 attstf4
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//
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$frame attxbw1 attxbw2 attxbw3 attxbw4
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//
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$frame crouch1 crouch2 crouch3 crouch4 crouch5
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$frame crouch6 crouch7 crouch8 crouch9 crouch10
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$frame crouch11 crouch12 crouch13 crouch14 crouch15
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$frame crouch16 crouch17 crouch18 crouch19 crouch20
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//
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$frame death1 death2 death3 death4 death5
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$frame death6 death7 death8 death9 death10
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$frame death11 death12 death13 death14 death15
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$frame death16 death17 death18 death19 death20
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//
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$frame decap1 decap2 decap3 decap4 decap5
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$frame decap6 decap7 decap8 decap9 decap10
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$frame decap11 decap12 decap13 decap14 decap15
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$frame decap16 decap17 decap18 decap19 decap20
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$frame decap21 decap22 decap23 decap24 decap25
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$frame decap26 decap27 decap28
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//
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$frame flydag1 flydag2 flydag3 flydag4 flydag5
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$frame flydag6 flydag7 flydag8 flydag9 flydag10
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$frame flydag11 flydag12 flydag13 flydag14 flydag15
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//
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$frame flystf1 flystf2 flystf3 flystf4 flystf5
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$frame flystf6 flystf7 flystf8 flystf9 flystf10
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$frame flystf11 flystf12 flystf13 flystf14 flystf15
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//
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$frame flyxbw1 flyxbw2 flyxbw3 flyxbw4 flyxbw5
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$frame flyxbw6 flyxbw7 flyxbw8 flyxbw9 flyxbw10
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$frame flyxbw11 flyxbw12 flyxbw13 flyxbw14 flyxbw15
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//
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$frame jump1 jump2 jump3 jump4 jump5
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$frame jump6 jump7 jump8 jump9 jump10
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$frame jump11 jump12
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//
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$frame paindag1 paindag2 paindag3 paindag4 paindag5
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$frame paindag6 paindag7
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//
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$frame painstf1 painstf2 painstf3 painstf4 painstf5
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$frame painstf6 painstf7
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//
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$frame painxbw1 painxbw2 painxbw3 painxbw4 painxbw5
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$frame painxbw6 painxbw7
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//
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$frame rundag1 rundag2 rundag3 rundag4 rundag5
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$frame rundag6 rundag7 rundag8 rundag9 rundag10
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$frame rundag11 rundag12
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//
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$frame runstf1 runstf2 runstf3 runstf4 runstf5
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$frame runstf6 runstf7 runstf8 runstf9 runstf10
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$frame runstf11 runstf12
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//
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$frame runxbw1 runxbw2 runxbw3 runxbw4 runxbw5
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$frame runxbw6 runxbw7 runxbw8 runxbw9 runxbw10
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$frame runxbw11 runxbw12
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//
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$frame stddag1 stddag2 stddag3 stddag4 stddag5
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$frame stddag6 stddag7 stddag8 stddag9 stddag10
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$frame stddag11 stddag12 stddag13
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//
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$frame stdstf1 stdstf2 stdstf3 stdstf4 stdstf5
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$frame stdstf6 stdstf7 stdstf8 stdstf9 stdstf10
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$frame stdstf11 stdstf12 stdstf13
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//
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$frame stdxbw1 stdxbw2 stdxbw3 stdxbw4 stdxbw5
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$frame stdxbw6 stdxbw7 stdxbw8 stdxbw9 stdxbw10
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$frame stdxbw11 stdxbw12 stdxbw13
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/*--------------------------
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ACTUAL (UNIQUE TO CLASS) PLAYER CODE
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----------------------------*/
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void() player_assassin_run;
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void() player_assassin_crouch_stand;
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void() player_assassin_crouch_move;
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void() player_assassin_stand;
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float test_array [2] =
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{
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1, 2
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};
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void() player_assassin_jump=[++ test_array[1] .. test_array[2] ]
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(cycle_wrapped)
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{
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if(!self.velocity_x && !self.velocity_y)
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self.think=self.th_stand;
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else
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self.think=self.th_run;
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}
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};
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void() player_assassin_swim =
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(self.waterlevel<3)
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if (self.velocity_x || self.velocity_y)
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self.think=self.th_run;
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else
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self.think=self.th_stand;
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};
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void() player_assassin_hands_swim =[++$flydag1..$flydag15]
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{
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player_assassin_swim();
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};
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void() player_assassin_staff_swim =[++$flystf1..$flystf15]
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{
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player_assassin_swim();
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};
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void() player_assassin_xbow_swim =[++$flyxbw1..$flyxbw15]
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{
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player_assassin_swim();
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};
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void() player_assassin_fly =
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(self.waterlevel>2)
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self.think=self.th_swim;
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else if(self.movetype!=MOVETYPE_FLY)
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if (self.velocity_x || self.velocity_y)
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self.think=self.th_run;
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else
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self.think=self.th_stand;
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};
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void() player_assassin_hands_fly =[++$flydag1..$flydag15]
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{
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player_assassin_fly();
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};
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void() player_assassin_staff_fly =[++$flystf1..$flystf15]
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{
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player_assassin_fly();
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};
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void() player_assassin_xbow_fly =[++$flyxbw1..$flyxbw15]
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{
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player_assassin_fly();
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};
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void() player_assassin_stand =
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(self.hull==HULL_CROUCH)
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self.think=player_assassin_crouch_stand;
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else if(self.waterlevel>2)
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self.think=self.th_swim;
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else if(self.movetype==MOVETYPE_FLY)
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self.think=self.th_fly;
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else if (self.velocity_x || self.velocity_y)
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self.think=self.th_run;
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};
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void() player_assassin_hands_stand =[++$stddag1..$stddag13]
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{
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player_assassin_stand();
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};
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void() player_assassin_staff_stand =[++$stdstf1..$stdstf13]
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{
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player_assassin_stand();
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};
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void() player_assassin_xbow_stand =[++$stdxbw1..$stdxbw13]
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{
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player_assassin_stand();
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};
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void() player_assassin_run =
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(self.hull==HULL_CROUCH)
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self.think=player_assassin_crouch_move;
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else if(self.waterlevel>2)
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self.think=self.th_swim;
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else if(self.movetype==MOVETYPE_FLY)
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self.think=self.th_fly;
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else if (!self.velocity_x && !self.velocity_y)
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self.think=self.th_stand;
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};
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void() player_assassin_hands_run =[++$rundag1..$rundag12]
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{
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player_assassin_run();
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};
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void() player_assassin_staff_run =[++$runstf1..$runstf12]
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{
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player_assassin_run();
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};
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void() player_assassin_xbow_run =[++$runxbw1..$runxbw12]
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{
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player_assassin_run();
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};
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void() player_assassin_crouch_stand =
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(self.frame>$crouch20 || self.frame<$crouch1)
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self.frame=$crouch1;
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if(self.movetype==MOVETYPE_FLY)
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self.think=self.th_fly;
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else if(self.hull==HULL_PLAYER)
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self.think=self.th_stand;
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else if (self.velocity_x || self.velocity_y)
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self.think=player_assassin_crouch_move;
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thinktime self : HX_FRAME_TIME;
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};
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void() player_assassin_crouch_move =[++$crouch1..$crouch20]
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(self.movetype==MOVETYPE_FLY)
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self.think=player_assassin_fly;
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else if(self.hull==HULL_PLAYER)
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self.think=self.th_run;
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else if (!self.velocity_x && !self.velocity_y)
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self.think=player_assassin_crouch_stand;
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};
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void() player_assassin_attack=
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(cycle_wrapped&&!self.button0)
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{
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if(!self.velocity_x && !self.velocity_y)
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self.think=self.th_stand;
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else
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self.think=self.th_run;
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}
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};
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void() player_assassin_hands_attack=[++$attdag1..$attdag11]
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{
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player_assassin_attack();
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};
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void() player_assassin_xbow_attack=[++$attxbw1..$attxbw4]
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{
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player_assassin_attack();
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};
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void() player_assassin_staff_attack=[++$attstf1..$attstf4]
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{
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player_assassin_attack();
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};
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void() player_assassin_pain=
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{
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if(self.viewentity==self)
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self.th_weapon();
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if(cycle_wrapped)
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{
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if(!self.velocity_x && !self.velocity_y)
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self.think=self.th_stand;
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else
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self.think=self.th_run;
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}
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};
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void() player_assassin_hands_pain =[++$paindag1..$paindag7]
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{
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if(self.frame==$paindag1)
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PainSound();
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player_assassin_pain();
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};
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void() player_assassin_staff_pain =[++$painstf1..$painstf7]
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{
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if(self.frame==$painstf1)
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PainSound();
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player_assassin_pain();
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};
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void() player_assassin_xbow_pain =[++$painxbw1..$painxbw7]
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{
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if(self.frame==$painxbw1)
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PainSound();
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player_assassin_pain();
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};
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void() player_assassin_die1=[++$death1..$death20]
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{
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if(cycle_wrapped)
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{
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self.frame=$death20;
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self.think=PlayerDead;
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}
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};
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void() player_assassin_die2=[++$death1..$death20]
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{
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if(cycle_wrapped)
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{
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self.frame=$death20;
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self.think=PlayerDead;
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}
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};
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void() player_assassin_behead =
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{
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self.level=$decap1;
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self.dmg=$decap28;
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self.cnt=0;
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player_behead();
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};
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void Ass_Change_Weapon (void)
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{
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if(self.weapon==IT_WEAPON1||self.weapon==IT_WEAPON3)
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{
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self.th_stand=player_assassin_hands_stand;
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if(self.weapon==IT_WEAPON3)
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self.th_missile=grenade_throw;
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else
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self.th_missile=Ass_Pdgr_Fire;
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self.th_run=player_assassin_hands_run;
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self.th_pain=player_assassin_hands_pain;
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self.th_swim=player_assassin_hands_swim;
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self.th_fly=player_assassin_hands_fly;
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}
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else if(self.weapon==IT_WEAPON4)
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{
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self.th_stand=player_assassin_staff_stand;
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self.th_missile=ass_setstaff_fire;
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self.th_run=player_assassin_staff_run;
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self.th_pain=player_assassin_staff_pain;
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self.th_swim=player_assassin_staff_swim;
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self.th_fly=player_assassin_staff_fly;
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}
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else
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{
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self.th_stand=player_assassin_xbow_stand;
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self.th_missile=crossbow_fire;
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self.th_run=player_assassin_xbow_run;
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self.th_pain=player_assassin_xbow_pain;
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self.th_swim=player_assassin_xbow_swim;
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self.th_fly=player_assassin_xbow_fly;
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}
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if(self.hull!=HULL_CROUCH)
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self.think=self.th_stand;
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}
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/*
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void assassin_spurt ()
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{
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makevectors(self.angles);
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SpawnPuff (self.origin+'0 0 56'+v_forward*12, '0 0 35',5,self);
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thinktime self : 1;
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}
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void assassin_hurt(void)
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{
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self.solid = SOLID_SLIDEBOX;
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self.movetype = MOVETYPE_STEP;
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self.takedamage=DAMAGE_YES;
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self.flags2(+)FL_ALIVE;
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self.thingtype=THINGTYPE_FLESH;
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self.frame=$painstf4;
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self.colormap=187;
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setmodel (self, "models/assassin.mdl");
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setsize (self, '-16 -16 0', '16 16 200');
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self.hull=HULL_POINT;
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self.health = self.max_health=2000;
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self.mass = 2000;
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self.drawflags(+)MLS_ABSLIGHT;
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self.abslight=0.5;
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}
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*/
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/*
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* $Log: /HexenWorld/HCode/assassin.hc $
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*
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* 1 2/04/98 1:59p Rjohnson
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*
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* 36 8/26/97 7:38a Mgummelt
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*
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* 35 8/19/97 12:57p Mgummelt
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*
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* 34 8/19/97 12:22a Mgummelt
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*
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* 33 8/17/97 5:35p Mgummelt
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*
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* 32 8/13/97 5:46p Mgummelt
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*
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* 31 8/08/97 6:21p Mgummelt
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*
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* 30 7/19/97 9:53p Mgummelt
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*
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* 29 7/18/97 11:06a Mgummelt
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*
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* 28 7/17/97 6:53p Mgummelt
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*
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* 27 7/15/97 8:34p Mgummelt
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*
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* 26 7/15/97 8:31p Mgummelt
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*
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* 25 7/07/97 11:46a Mgummelt
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*
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* 24 6/18/97 4:00p Mgummelt
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*
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* 23 6/18/97 1:53p Mgummelt
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*
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* 22 6/17/97 8:16p Mgummelt
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*
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* 21 6/17/97 2:55p Rlove
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*
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* 20 5/23/97 11:51p Mgummelt
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*
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* 19 5/14/97 3:36p Rjohnson
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* Inital stats implementation
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*
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* 18 4/26/97 6:23p Mgummelt
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*
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* 17 4/25/97 8:31p Mgummelt
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*
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* 16 4/17/97 1:44p Mgummelt
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*
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* 15 4/16/97 4:22p Mgummelt
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*
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* 14 4/16/97 1:49p Mgummelt
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*
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* 13 4/16/97 1:37p Mgummelt
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*
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* 12 4/16/97 7:59a Rlove
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* Removed references to ammo_ fields
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*
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* 11 4/14/96 5:10p Mgummelt
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*
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* 10 4/13/96 3:30p Mgummelt
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*
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* 9 4/12/96 9:01a Mgummelt
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*
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* 8 4/11/97 7:30p Mgummelt
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*
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* 7 4/11/96 1:03p Mgummelt
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*
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* 6 4/11/97 12:32a Mgummelt
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*
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* 5 4/10/96 2:49p Mgummelt
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*
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* 4 4/04/97 5:29a Rlove
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* Assassin is walking and bouncing now.
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*
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* 3 3/29/97 12:18p Rlove
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* Changed her blocking
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*
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* 2 3/28/97 9:46a Rlove
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* Just wanted to see what she would look like in the world
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*
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* 1 3/27/97 2:59p Rlove
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*/
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