598 lines
13 KiB
C++
598 lines
13 KiB
C++
/*
|
|
* $Header: /HexenWorld/HCode/purifier.hc 12 4/10/98 10:58a Nalbury $
|
|
*/
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
Q:\art\models\weapons\purifier\final\purifier.hc
|
|
|
|
==============================================================================
|
|
*/
|
|
|
|
// For building the model
|
|
$cd Q:\art\models\weapons\purifier\final
|
|
$origin 0 0 0
|
|
$base BASE skin
|
|
$skin skin
|
|
$flags 0
|
|
|
|
//
|
|
$frame Rootpose
|
|
//
|
|
$frame 1Lshot1 1Lshot2 1Lshot3
|
|
|
|
//
|
|
$frame 1Rshot1 1Rshot2 1Rshot3
|
|
|
|
//
|
|
$frame 2Lshot1 2Lshot2 2Lshot3
|
|
|
|
//
|
|
$frame 2Rshot1 2Rshot2 2Rshot3
|
|
|
|
//
|
|
$frame 3Rshot1 3Rshot2 3Rshot3
|
|
|
|
//
|
|
$frame bigshot1 bigshot2 bigshot3 bigshot4 bigshot5
|
|
$frame bigshot6 bigshot7 bigshot8 bigshot9
|
|
|
|
//
|
|
$frame select1 select2 select3 select4 select5
|
|
$frame select6 select7 select8 select9 select10
|
|
$frame select11 select12
|
|
|
|
|
|
//==================================================================
|
|
|
|
|
|
void purifier_ready (void);
|
|
|
|
void pmissile_gone(void)
|
|
{
|
|
stopSound(self,0);
|
|
//sound (self, CHAN_VOICE, "misc/null.wav", 1, ATTN_NORM);
|
|
//sound (self, CHAN_WEAPON, "misc/null.wav", 1, ATTN_NORM);
|
|
remove(self);
|
|
}
|
|
|
|
/*
|
|
============
|
|
pmissile2_touch - missile2 hit something. Hurt it bad
|
|
============
|
|
*/
|
|
void pmissile2_touch (void)
|
|
{
|
|
float damg;
|
|
|
|
if (other == self.owner)
|
|
return; // don't explode on owner
|
|
|
|
if (pointcontents(self.origin) == CONTENT_SKY)
|
|
{
|
|
pmissile_gone();
|
|
return;
|
|
}
|
|
|
|
// don't do radius damage to the other, because all the damage
|
|
// was done in the impact
|
|
//damg = random(150,200);
|
|
damg = random(60,110);
|
|
if (other.health)
|
|
{
|
|
T_Damage (other, self, self.owner, damg );
|
|
if((other.flags&FL_CLIENT||other.flags&FL_MONSTER)&&other.mass<200)
|
|
{
|
|
vector hitdir;
|
|
|
|
hitdir=self.movedir*300;
|
|
hitdir_z+=150;
|
|
if(hitdir_z<0)
|
|
hitdir_z=0;
|
|
other.velocity=hitdir;
|
|
other.flags(-)FL_ONGROUND;
|
|
}
|
|
}
|
|
|
|
damg = random(120,160);
|
|
T_RadiusDamage (self, self.owner, damg, other);
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_MULTICAST, TE_PURIFY2_EXPLODE);
|
|
WriteCoord (MSG_MULTICAST, self.origin_x - self.movedir_x * 8);
|
|
WriteCoord (MSG_MULTICAST, self.origin_y - self.movedir_y * 8);
|
|
WriteCoord (MSG_MULTICAST, self.origin_z - self.movedir_z * 8);
|
|
multicast(self.origin,MULTICAST_PHS_R);
|
|
|
|
remove(self);
|
|
}
|
|
|
|
/*
|
|
============
|
|
pmissile2_puff - create smoke ring behind missile
|
|
============
|
|
*/
|
|
void pmissile2_puff(void)
|
|
{
|
|
self.nextthink = time + .3;
|
|
self.think = pmissile2_puff;
|
|
|
|
if(time>self.lifetime - 1.7) //Don't start tracking until it's been in the world 1/3 of a second
|
|
{
|
|
HomeThink();
|
|
self.angles=vectoangles(self.velocity);
|
|
}
|
|
|
|
if (self.lifetime < time) // Kill missile if it's time is up
|
|
pmissile_gone();
|
|
|
|
self.movedir = normalize(self.velocity);
|
|
self.angles = vectoangles(self.movedir);
|
|
|
|
// 300 is how far this thing travels in .3 seconds...
|
|
traceline(self.origin, self.origin + self.movedir * 300.0, FALSE, self);
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_MULTICAST, TE_PURIFY2_MISSILE);
|
|
WriteCoord (MSG_MULTICAST, self.origin_x);
|
|
WriteCoord (MSG_MULTICAST, self.origin_y);
|
|
WriteCoord (MSG_MULTICAST, self.origin_z);
|
|
WriteByte (MSG_MULTICAST, self.angles_y*256.0/360.0);
|
|
WriteByte (MSG_MULTICAST, self.angles_x*256.0/360.0);
|
|
WriteByte (MSG_MULTICAST, trace_fraction * 100);
|
|
multicast(self.origin,MULTICAST_PVS);
|
|
}
|
|
|
|
/*
|
|
============
|
|
launch_pmissile2 - create and launch power up missile
|
|
============
|
|
*/
|
|
void launch_pmissile2 (void)
|
|
{
|
|
local entity missile;
|
|
|
|
missile = spawn ();
|
|
missile.owner = self;
|
|
missile.movetype = MOVETYPE_FLYMISSILE;
|
|
missile.solid = SOLID_BBOX;
|
|
missile.frags=TRUE;
|
|
|
|
missile.classname = "purimissile";
|
|
|
|
// set missile speed
|
|
makevectors (self.v_angle);
|
|
missile.velocity = normalize(v_forward);
|
|
missile.velocity = missile.velocity * 1000;
|
|
|
|
missile.touch = pmissile2_touch;
|
|
missile.angles = vectoangles(missile.velocity);
|
|
|
|
//sound (self, CHAN_VOICE, "paladin/purfireb.wav", 1, ATTN_NORM);
|
|
weapon_sound(self, "paladin/purfireb.wav");
|
|
|
|
setmodel (missile, "models/drgnball.mdl");
|
|
setsize (missile, '0 0 0', '0 0 0');
|
|
|
|
setorigin (missile, self.origin + v_forward*10 + v_right * 1 + v_up * 40);
|
|
|
|
missile.effects=EF_BRIGHTLIGHT;
|
|
missile.nextthink = time + .3;
|
|
missile.think = pmissile2_puff;
|
|
missile.lifetime = time + 2;
|
|
//Homing stuff-------------------
|
|
missile.veer=FALSE; //No random wandering
|
|
missile.turn_time=3;//Lower the number, tighter the turn
|
|
missile.speed=1000; //Speed
|
|
missile.ideal_yaw=TRUE;//Only track things in front
|
|
//End homing stuff-------------------
|
|
self.greenmana -= 8;
|
|
self.bluemana -= 8;
|
|
|
|
//missile.effects(+)EF_PURIFY2_EFFECT;
|
|
missile.effects(+)EF_NODRAW;
|
|
|
|
entity oldself;
|
|
oldself = self;
|
|
self = missile;
|
|
|
|
missile.think();
|
|
|
|
self = oldself;
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
purifier_tomefire - firing animation when in power up mode
|
|
============
|
|
*/
|
|
void purifier_tomefire (void)
|
|
{
|
|
self.wfs = advanceweaponframe($bigshot1,$bigshot9);
|
|
self.th_weapon=purifier_tomefire;
|
|
if(self.weaponframe==$bigshot2)
|
|
{
|
|
self.punchangle_x= -4;
|
|
launch_pmissile2 ();
|
|
if(self.classname=="player")
|
|
{
|
|
self.velocity+=normalize(v_forward)*-200;//include mass
|
|
self.flags(-)FL_ONGROUND;
|
|
}
|
|
self.attack_finished = time + 1.0;
|
|
}
|
|
else if(self.wfs==WF_CYCLE_WRAPPED)
|
|
purifier_ready();
|
|
}
|
|
|
|
/*
|
|
============
|
|
launch_pmissile1 - create and launch normal missile
|
|
============
|
|
*/
|
|
void launch_pmissile1 (void)
|
|
{
|
|
vector startSpot;
|
|
float damg;
|
|
|
|
makevectors (self.v_angle);
|
|
|
|
startSpot = self.origin + self.proj_ofs + v_forward * 6;
|
|
|
|
if ((self.cnt==1) || (self.cnt==3))
|
|
{
|
|
startSpot += v_right * 10;
|
|
}
|
|
else if ((self.cnt==0) || (self.cnt==2))
|
|
{
|
|
startSpot -= v_right * 10;
|
|
}
|
|
|
|
traceline(startSpot, startSpot + v_forward * 2000, FALSE, self);
|
|
|
|
damg = random(8,16);
|
|
if (trace_ent.health)
|
|
{
|
|
T_Damage (trace_ent, self, self, damg );
|
|
}
|
|
|
|
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
|
|
WriteByte (MSG_MULTICAST, TE_PURIFY1_EFFECT);
|
|
WriteCoord (MSG_MULTICAST, startSpot_x);
|
|
WriteCoord (MSG_MULTICAST, startSpot_y);
|
|
WriteCoord (MSG_MULTICAST, startSpot_z);
|
|
WriteByte (MSG_MULTICAST, (self.v_angle_y/360.0)*256.0);
|
|
WriteByte (MSG_MULTICAST, (self.v_angle_x/360.0)*-256.0);
|
|
WriteShort(MSG_MULTICAST, (trace_fraction * 2000));
|
|
multicast(self.origin,MULTICAST_PVS);
|
|
|
|
self.greenmana -= 1;
|
|
self.bluemana -= 1;
|
|
|
|
self.cnt += 1;
|
|
|
|
if (self.cnt > 3)
|
|
{
|
|
self.cnt =0;
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
purifier_rapidfire? - different rapid fire animations
|
|
============
|
|
*/
|
|
void purifier_rapidfire2R (void)
|
|
{
|
|
self.wfs = advanceweaponframe($2Rshot1,$2Rshot3);
|
|
self.th_weapon=purifier_rapidfire2R;
|
|
|
|
if (self.weaponframe == $2Rshot3)
|
|
self.punchangle_x= random(-3);
|
|
|
|
if (self.attack_finished <= time&&self.button0)
|
|
launch_pmissile1();
|
|
|
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
|
purifier_ready();
|
|
}
|
|
|
|
void purifier_rapidfire2L (void)
|
|
{
|
|
self.wfs = advanceweaponframe($2Lshot1,$2Lshot3);
|
|
self.th_weapon=purifier_rapidfire2L;
|
|
|
|
if (self.weaponframe == $1Lshot3)
|
|
self.punchangle_x= random(-3);
|
|
|
|
if (self.attack_finished <= time&&self.button0)
|
|
launch_pmissile1();
|
|
|
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
|
purifier_ready();
|
|
}
|
|
|
|
void purifier_rapidfire1R (void)
|
|
{
|
|
self.wfs = advanceweaponframe($1Rshot1,$1Rshot3);
|
|
self.th_weapon=purifier_rapidfire1R;
|
|
|
|
if (self.weaponframe == $1Rshot3)
|
|
self.punchangle_x= random(-3);
|
|
|
|
if (self.attack_finished <= time&&self.button0)
|
|
launch_pmissile1();
|
|
|
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
|
purifier_ready();
|
|
}
|
|
|
|
void purifier_rapidfire1L (void)
|
|
{
|
|
self.wfs = advanceweaponframe($1Lshot1,$1Lshot3);
|
|
self.th_weapon=purifier_rapidfire1L;
|
|
|
|
if (self.weaponframe == $1Lshot3)
|
|
self.punchangle_x= random(-3);
|
|
|
|
if (self.attack_finished <= time&&self.button0)
|
|
launch_pmissile1();
|
|
|
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
|
purifier_ready();
|
|
}
|
|
|
|
/*
|
|
============
|
|
purifier_rapidfire - choose which rapid fire animation to use
|
|
============
|
|
*/
|
|
void purifier_rapidfire (void)
|
|
{
|
|
|
|
if (self.counter ==0)
|
|
purifier_rapidfire1L();
|
|
else if (self.counter ==1)
|
|
purifier_rapidfire1R();
|
|
else if (self.counter ==2)
|
|
purifier_rapidfire2L();
|
|
else if (self.counter ==3)
|
|
purifier_rapidfire2R();
|
|
|
|
self.counter += 1;
|
|
self.attack_finished = time + .14;
|
|
|
|
if (self.counter > 3)
|
|
self.counter =0;
|
|
}
|
|
|
|
/*
|
|
============
|
|
purifier_fire - shoot purifier.
|
|
============
|
|
*/
|
|
void() pal_purifier_fire =
|
|
{
|
|
if ((self.artifact_active & ART_TOMEOFPOWER) &&
|
|
(self.greenmana >= 8) && (self.bluemana >= 8))
|
|
purifier_tomefire();
|
|
else if ((self.greenmana >= 2) && (self.bluemana >= 2))
|
|
purifier_rapidfire();
|
|
|
|
self.nextthink=time;
|
|
};
|
|
|
|
|
|
/*
|
|
============
|
|
purifier_ready - just sit there until fired
|
|
============
|
|
*/
|
|
void purifier_ready (void)
|
|
{
|
|
self.weaponframe = $Rootpose;
|
|
self.wfs = $Rootpose;
|
|
self.th_weapon=purifier_ready;
|
|
}
|
|
|
|
/*
|
|
============
|
|
purifier_deselect - purifier was just unchosen. Remove from view
|
|
============
|
|
*/
|
|
void purifier_deselect (void)
|
|
{
|
|
self.wfs = advanceweaponframe($Select12,$Select1);
|
|
self.th_weapon=purifier_deselect;
|
|
self.oldweapon = IT_WEAPON4;
|
|
|
|
if (self.wfs == WF_LAST_FRAME)
|
|
W_SetCurrentAmmo();
|
|
}
|
|
|
|
/*
|
|
============
|
|
purifier_select - purifier was just chosen. Bring into view
|
|
============
|
|
*/
|
|
void purifier_select (void)
|
|
{
|
|
self.wfs = advanceweaponframe($select1,$select12);
|
|
self.weaponmodel = "models/purifier.mdl";
|
|
self.th_weapon=purifier_select;
|
|
self.counter = 0;
|
|
|
|
if (self.wfs==WF_CYCLE_WRAPPED)
|
|
{
|
|
self.attack_finished = time - 1;
|
|
purifier_ready();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
* $Log: /HexenWorld/HCode/purifier.hc $
|
|
*
|
|
* 12 4/10/98 10:58a Nalbury
|
|
* moved some stuff from the phs to the pvs...
|
|
*
|
|
* 11 4/07/98 9:07p Nalbury
|
|
* No more reliable junk...
|
|
*
|
|
* 10 4/04/98 5:47a Nalbury
|
|
* Tweaked ALOT of damage amounts. It's getting there...
|
|
*
|
|
* 9 3/30/98 7:07a Nalbury
|
|
* Cleaned up the movement for several projectiles...
|
|
*
|
|
* 8 3/27/98 1:34p Mgummelt
|
|
* Adding PHS_OVERRIDE_R channel flag and ATTN_LOOP to all door and plat
|
|
* sounds, replacing all "null.wav" sounds with stopSound.
|
|
*
|
|
* 7 3/13/98 4:10p Nalbury
|
|
* Adjusted powered up purifier and axe speed.
|
|
*
|
|
* 6 3/12/98 12:21p Nalbury
|
|
* Using weapon sound instead of regular sound.
|
|
*
|
|
* 5 3/10/98 3:01p Nalbury
|
|
* Dampened purifier damage by a fair amount.
|
|
*
|
|
* 4 3/09/98 5:11p Nalbury
|
|
* changed purifier around
|
|
*
|
|
* 3 3/07/98 2:49a Nalbury
|
|
* worked on player gib stuff
|
|
*
|
|
* 2 3/06/98 6:47a Nalbury
|
|
* net optimizations
|
|
*
|
|
* 1 2/04/98 1:59p Rjohnson
|
|
*
|
|
* 63 8/26/97 7:38a Mgummelt
|
|
*
|
|
* 62 8/08/97 6:21p Mgummelt
|
|
*
|
|
* 61 7/31/97 1:37p Mgummelt
|
|
*
|
|
* 60 7/21/97 3:03p Rlove
|
|
*
|
|
* 59 7/21/97 11:50a Rlove
|
|
*
|
|
* 58 7/15/97 2:34p Mgummelt
|
|
*
|
|
* 57 7/15/97 2:20p Mgummelt
|
|
*
|
|
* 56 7/12/97 1:31p Rlove
|
|
*
|
|
* 55 6/18/97 7:24p Mgummelt
|
|
*
|
|
* 54 6/18/97 2:17p Mgummelt
|
|
*
|
|
* 53 6/16/97 5:30p Mgummelt
|
|
*
|
|
* 52 6/16/97 4:59p Mgummelt
|
|
*
|
|
* 51 6/16/97 4:42p Rlove
|
|
*
|
|
* 50 6/16/97 2:55p Rlove
|
|
* New explosion sounds added
|
|
*
|
|
* 49 6/16/97 1:48p Rlove
|
|
* Fixed purifier invisibile missile problem
|
|
*
|
|
* 48 6/16/97 11:42a Rlove
|
|
* aim has to be given the origin of where the firing takes place at.
|
|
*
|
|
* 47 6/16/97 8:04a Rlove
|
|
* Fixed null.wav error, also paladin weapons deplete mana now
|
|
*
|
|
* 46 6/14/97 11:40a Rlove
|
|
* Added explosion sounds
|
|
*
|
|
* 45 6/13/97 6:08p Rlove
|
|
*
|
|
* 44 6/13/97 10:40a Rlove
|
|
*
|
|
* 43 6/13/97 10:11a Rlove
|
|
* Moved all message.hc to strings.hc
|
|
*
|
|
* 38 6/09/97 11:20a Rlove
|
|
*
|
|
* 37 6/09/97 10:13a Rlove
|
|
*
|
|
* 36 6/05/97 9:29a Rlove
|
|
* Weapons now have deselect animations
|
|
*
|
|
* 35 6/02/97 9:55a Rlove
|
|
* Changed where firing is done
|
|
*
|
|
* 34 5/31/97 9:22a Rlove
|
|
* Newer, faster, better
|
|
*
|
|
* 31 5/27/97 10:58a Rlove
|
|
* Took out old Id sound files
|
|
*
|
|
* 30 5/20/97 11:19a Rlove
|
|
*
|
|
* 29 5/15/97 12:30a Mgummelt
|
|
*
|
|
* 28 5/07/97 3:40p Mgummelt
|
|
*
|
|
* 27 5/06/97 1:29p Mgummelt
|
|
*
|
|
* 26 5/05/97 10:29a Mgummelt
|
|
*
|
|
* 25 4/30/97 5:02p Mgummelt
|
|
*
|
|
* 24 4/28/97 6:54p Mgummelt
|
|
*
|
|
* 23 4/25/97 8:32p Mgummelt
|
|
*
|
|
* 22 4/24/97 2:21p Mgummelt
|
|
*
|
|
* 21 4/21/97 6:15p Mgummelt
|
|
*
|
|
* 20 4/18/97 11:44a Rlove
|
|
* changed advanceweaponframe to return frame state
|
|
*
|
|
* 19 4/17/97 4:11p Mgummelt
|
|
*
|
|
* 18 4/17/97 1:28p Rlove
|
|
* added new built advanceweaponframe
|
|
*
|
|
* 17 4/16/96 11:52p Mgummelt
|
|
*
|
|
* 16 4/16/97 4:22p Mgummelt
|
|
*
|
|
* 15 4/16/97 1:37p Mgummelt
|
|
*
|
|
* 14 4/14/96 5:10p Mgummelt
|
|
*
|
|
* 13 4/14/96 3:46p Mgummelt
|
|
*
|
|
* 12 4/13/96 3:31p Mgummelt
|
|
*
|
|
* 11 4/11/96 1:51p Mgummelt
|
|
*
|
|
* 10 4/09/97 1:01p Mgummelt
|
|
*
|
|
* 9 4/07/97 3:18p Mgummelt
|
|
*
|
|
* 8 4/07/97 1:32p Mgummelt
|
|
*
|
|
* 7 4/07/97 12:47p Mgummelt
|
|
*
|
|
* 6 4/05/97 6:20p Mgummelt
|
|
*
|
|
* 5 4/05/97 5:55p Mgummelt
|
|
*
|
|
* 4 4/04/97 9:36p Mgummelt
|
|
*
|
|
* 3 4/04/97 6:11p Mgummelt
|
|
*
|
|
* 2 4/01/97 2:44p Rlove
|
|
* New weapons, vorpal sword and purifier
|
|
*/
|