hexen2/H2W/HCode/Corpse.hc
2000-11-10 00:00:00 +00:00

168 lines
3.7 KiB
C++

/*
* $Header: /HexenWorld/HCode/Corpse.hc 1 2/04/98 1:59p Rjohnson $
*/
void corpseblink (void)
{
self.think = corpseblink;
thinktime self : 0.1;
self.scale -= 0.10;
if (self.scale < 0.10)
remove(self);
}
void init_corpseblink (void)
{
CreateYRFlash(self.origin);
self.drawflags (+) DRF_TRANSLUCENT | SCALE_TYPE_ZONLY | SCALE_ORIGIN_BOTTOM;
corpseblink();
}
void() Spurt =
{
float bloodleak;
makevectors(self.angles);
bloodleak=rint(random(3,8));
SpawnPuff (self.origin+v_forward*24+'0 0 -22', '0 0 -5'+ v_forward*random(20,40), bloodleak,self);
sound (self, CHAN_AUTO, "misc/decomp.wav", 0.3, ATTN_NORM);
if (self.lifetime < time||self.watertype==CONTENT_LAVA)
T_Damage(self,world,world,self.health);
else
{
self.think=Spurt;
thinktime self : random(0.5,6.5);
}
};
void () CorpseThink =
{
self.think = CorpseThink;
thinktime self : 3;
if (self.watertype==CONTENT_LAVA) // Corpse fell in lava
T_Damage(self,self,self,self.health);
else if (self.lifetime < time) // Time is up, begone with you
init_corpseblink();
};
/*
* This uses entity.netname to hold the head file (for CorpseDie())
* hack so that we don't have to set anything outside this function.
*/
void()MakeSolidCorpse =
{
vector newmaxs;
// Make a gibbable corpse, change the size so we can jump on it
//Won't be necc to pass headmdl once everything has it's .headmodel
//value set in spawn
self.th_die = chunk_death;
self.touch = obj_push;
self.health = random(10,25);
self.takedamage = DAMAGE_YES;
self.solid = SOLID_PHASE;
self.experience_value = 0;
if(self.classname!="monster_hydra")
self.movetype = MOVETYPE_STEP;//Don't get in the way
if(!self.mass)
self.mass=1;
//To fix "player stuck" probem
newmaxs=self.maxs;
if(newmaxs_z>5)
newmaxs_z=5;
setsize (self, self.mins,newmaxs);
if(self.flags&FL_ONGROUND)
self.velocity='0 0 0';
self.flags(-)FL_MONSTER;
self.controller = self;
self.onfire = FALSE;
pitch_roll_for_slope('0 0 0');
if ((self.decap) && (self.classname == "player"))
{
if (deathmatch||teamplay)
self.lifetime = time + random(20,40); // decompose after 40 seconds
else
self.lifetime = time + random(10,20); // decompose after 20 seconds
self.owner=self;
self.think=Spurt;
thinktime self : random(1,4);
}
else
{
self.lifetime = time + random(10,20); // disappear after 20 seconds
self.think=CorpseThink;
thinktime self : 0;
}
};
/*
* $Log: /HexenWorld/HCode/Corpse.hc $
*
* 1 2/04/98 1:59p Rjohnson
*
* 35 9/11/97 6:56p Mgummelt
*
* 34 9/11/97 3:41p Mgummelt
*
* 33 9/11/97 12:02p Mgummelt
*
* 32 8/29/97 11:14p Mgummelt
*
* 31 8/26/97 2:40p Mgummelt
*
* 30 8/14/97 10:27p Bgokey
*
* 29 8/14/97 1:27p Mgummelt
*
* 28 8/14/97 1:17p Mgummelt
*
* 27 8/13/97 5:34p Mgummelt
*
* 26 8/13/97 1:28a Mgummelt
*
* 25 8/12/97 6:10p Mgummelt
*
* 24 8/06/97 10:18p Mgummelt
*
* 23 8/06/97 11:10a Rlove
*
* 22 7/22/97 4:13p Rlove
* Putting final touches on skull wizard.
*
* 21 7/01/97 7:09a Rlove
* Corpses give no experience points.
*
* 20 6/30/97 5:38p Mgummelt
*
* 19 6/25/97 9:23p Mgummelt
*
* 18 6/19/97 5:15p Mgummelt
*
* 17 6/18/97 6:09p Mgummelt
*
* 16 6/18/97 4:00p Mgummelt
*
* 15 5/30/97 10:04p Mgummelt
*
* 14 5/28/97 10:45a Rlove
* Moved sprite effects to client side - smoke, explosions, and flashes.
*
* 13 5/27/97 10:57a Rlove
* Took out old Id sound files
*
* 12 5/15/97 6:34p Rjohnson
* Code cleanup
*
* 11 5/13/97 2:26p Rlove
*
*/