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

459 lines
10 KiB
C++

/*
* $Header: /HexenWorld/HCode/axe.hc 14 4/10/98 10:58a Nalbury $
*/
/*
==============================================================================
Q:\art\models\weapons\axe\final\axe.hc
==============================================================================
*/
// For building the model
$cd Q:\art\models\weapons\axe\final
$origin 10 -10 10
$base BASE skin
$skin skin
$flags 0
$frame AxeRoot1
$frame 1stAxe1 1stAxe2 1stAxe3 1stAxe4 1stAxe5
$frame 1stAxe6 1stAxe7 1stAxe8
$frame 1stAxe11 1stAxe12 1stAxe14
$frame 1stAxe15 1stAxe17 1stAxe18
$frame 1stAxe21 1stAxe22 1stAxe23
$frame 1stAxe25 1stAxe27
float AXE_DAMAGE = 24;
float AXE_ADD_DAMAGE = 6;
void() T_PhaseMissileTouch;
void() T_PhaseMissileTouch =
{
local float damg;
self.flags (-) FL_ONGROUND; // So it never thinks it is touching the ground
if (other == self.owner)
return; // don't explode on owner
if ((self.enemy == other) && (other != world)) // Can't hit same enemy twice in a row but you can hit world twice
return;
self.cnt +=1;
// self.velocity = self.velocity * 0.75; // client's not interested in this happening...
self.angles = vectoangles(self.velocity);
if (pointcontents(self.origin) == CONTENT_SKY)
{
stopSound(self,0);
remove(self);
return;
}
if (other.health) // Hit something that can be hurt
{
if(self.classname == "powerupaxeblade")
{
damg = random(25, 45);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_AXE_EXPLODE);
WriteCoord (MSG_MULTICAST, self.origin_x - self.movedir_x * 16);
WriteCoord (MSG_MULTICAST, self.origin_y - self.movedir_y * 16);
WriteCoord (MSG_MULTICAST, self.origin_z - self.movedir_z * 16);
multicast(self.origin,MULTICAST_PHS_R);
T_RadiusDamage (self, self.owner, 30.0, other);
// get rid of it here or something?
}
else
{
damg = random(30,50);
}
T_Damage (other, self, self.owner, damg );
self.counter -=1;
self.enemy = other;
}
else
{
self.enemy = other;
if (self.cnt <4) // Bounce three times then die
{
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_AXE_BOUNCE);
WriteCoord (MSG_MULTICAST, self.origin_x - self.movedir_x * 16);
WriteCoord (MSG_MULTICAST, self.origin_y - self.movedir_y * 16);
WriteCoord (MSG_MULTICAST, self.origin_z - self.movedir_z * 16);
multicast(self.origin,MULTICAST_PHS_R);
}
else
self.counter = 0;
}
// Time is up
if (self.lifetime < time)
self.counter = 0;
if (self.counter < 1)
{
remove(self);
return;
}
self.think();
};
void axeblade_gone(void)
{
stopSound(self,0);
if (self.skin==0)
CreateLittleWhiteFlash(self.origin);
else
CreateLittleBlueFlash(self.origin);
remove(self);
}
/*void axeblade_run (void) [ ++ 0 .. 5]
{
self.angles = vectoangles(self.velocity);
if (self.lifetime < time)
axeblade_gone();
}*/
void axeblade_think(void)
{
self.movedir = normalize(self.velocity);
self.angles = vectoangles(self.movedir);
traceline(self.origin, self.origin + self.movedir * 330.0, TRUE, self);
WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
WriteByte (MSG_MULTICAST, TE_AXE);
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);
thinktime self : 0.3;
if (self.lifetime < time)
axeblade_gone();
}
void launch_axe (vector dir_mod,vector angle_mod)
{
entity missile;
self.attack_finished = time + 0.4;
missile = spawn ();
CreateEntityNew(missile,ENT_AXE_BLADE,"models/axblade.mdl",SUB_Null);
missile.owner = self;
missile.classname = "ax_blade";
// set missile speed
makevectors (self.v_angle + dir_mod);
missile.velocity = normalize(v_forward);
missile.movedir = missile.velocity;
// PUT THIS BACK PLEASE
missile.velocity = missile.velocity * 1100;
missile.touch = T_PhaseMissileTouch;
// Point it in the proper direction
missile.angles = vectoangles(missile.velocity);
missile.angles += angle_mod;
// set missile duration
missile.counter = 4; // Can hurt two things before disappearing
missile.cnt = 0; // Counts number of times it has hit walls
missile.lifetime = time + 2; // Or lives for 2 seconds and then dies when it hits anything
setorigin (missile, self.origin + self.proj_ofs + v_forward*10 + v_right * 1);
if (self.artifact_active & ART_TOMEOFPOWER)
{
missile.frags=TRUE;
missile.classname = "powerupaxeblade";
missile.skin = 1;
missile.drawflags = (self.drawflags & MLS_MASKOUT)| MLS_POWERMODE;
}
else
missile.classname = "axeblade";
// thinktime missile : HX_FRAME_TIME;
// missile.think = axeblade_run;
missile.think = axeblade_think;
thinktime missile : 0.3;
missile.effects (+) EF_NODRAW;
entity oldself;
oldself = self;
self = missile;
missile.think();
self = oldself;
}
/*
================
axeblade_fire
================
*/
void() axeblade_fire =
{
if ((self.artifact_active & ART_TOMEOFPOWER) && (self.greenmana >= 8))
{
FireMelee (50,25,64);
weapon_sound(self, "paladin/axgen.wav");
launch_axe('0 3 0','0 0 0'); // Side
launch_axe('0 -3 0','0 0 0'); // Side
self.greenmana -= 8;
}
else if (self.greenmana >= 2)
{
FireMelee (WEAPON1_BASE_DAMAGE,WEAPON1_ADD_DAMAGE,64);
if (self.greenmana >= 2)
{
weapon_sound(self, "paladin/axgen.wav");
launch_axe('0 0 0','0 0 0');
self.greenmana -= 2;
}
}
};
void axe_ready (void)
{
self.th_weapon=axe_ready;
self.weaponframe = $AxeRoot1;
}
void axe_select (void)
{
self.wfs = advanceweaponframe($1stAxe18,$1stAxe3);
if (self.weaponframe == $1stAxe14)
{
weapon_sound(self, "weapons/vorpswng.wav");
}
self.weaponmodel = "models/axe.mdl";
self.th_weapon=axe_select;
self.last_attack=time;
if (self.wfs == WF_LAST_FRAME)
{
self.attack_finished = time - 1;
axe_ready();
}
}
void axe_deselect (void)
{
self.wfs = advanceweaponframe($1stAxe18,$1stAxe3);
self.th_weapon=axe_deselect;
self.oldweapon = IT_WEAPON3;
if (self.wfs == WF_LAST_FRAME)
W_SetCurrentAmmo();
}
void axe_a (void)
{
self.wfs = advanceweaponframe($1stAxe1,$1stAxe25);
self.th_weapon = axe_a;
// These frames are used during selection animation
if ((self.weaponframe >= $1stAxe2) && (self.weaponframe <= $1stAxe4))
self.weaponframe +=1;
else if ((self.weaponframe >= $1stAxe6) && (self.weaponframe <= $1stAxe7))
self.weaponframe +=1;
if (self.weaponframe == $1stAxe15)
{
//sound (self, CHAN_WEAPON, "weapons/vorpswng.wav", 1, ATTN_NORM);
weapon_sound(self, "weapons/vorpswng.wav");
axeblade_fire();
}
if (self.wfs == WF_LAST_FRAME)
axe_ready();
}
void pal_axe_fire(void)
{
axe_a ();
if (self.artifact_active & ART_TOMEOFPOWER)
self.attack_finished = time + .7;
else
self.attack_finished = time + .35;
}
/*
* $Log: /HexenWorld/HCode/axe.hc $
*
* 14 4/10/98 10:58a Nalbury
* moved some stuff from the phs to the pvs...
*
* 13 4/07/98 9:07p Nalbury
* No more reliable junk...
*
* 12 4/04/98 5:47a Nalbury
* Tweaked ALOT of damage amounts. It's getting there...
*
* 11 3/30/98 7:07a Nalbury
* Cleaned up the movement for several projectiles...
*
* 10 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.
*
* 9 3/23/98 5:04p Nalbury
*
* 8 3/19/98 3:04p Nalbury
* Only throw two axes now.
*
* 6 3/17/98 1:08a Nalbury
* weakened powered up axe a bit and made it a bit more net friendly.
*
* 5 3/13/98 4:10p Nalbury
* Adjusted powered up purifier and axe speed.
*
* 4 3/12/98 12:21p Nalbury
* Using weapon sound instead of regular sound.
*
* 3 3/06/98 6:45a Nalbury
* net optimizations
*
* 2 3/04/98 3:00p Nalbury
* Added some axe stuff...
*
* 1 2/04/98 1:59p Rjohnson
*
* 54 8/26/97 7:38a Mgummelt
*
* 53 8/13/97 3:39p Rlove
*
* 52 8/08/97 6:21p Mgummelt
*
* 51 8/06/97 2:51p Rlove
*
* 50 7/31/97 11:41a Mgummelt
*
* 49 7/25/97 11:22a Mgummelt
*
* 48 7/24/97 3:53p Rlove
*
* 47 7/21/97 3:03p Rlove
*
* 46 7/15/97 2:33p Mgummelt
*
* 45 7/15/97 2:30p Mgummelt
*
* 44 7/14/97 6:11p Rlove
*
* 43 7/12/97 1:31p Rlove
*
* 42 7/12/97 9:09a Rlove
* Reworked Assassin Punch Dagger
*
* 41 6/20/97 10:16a Rlove
*
* 40 6/18/97 1:41p Mgummelt
*
* 39 6/16/97 11:42a Rlove
* aim has to be given the origin of where the firing takes place at.
*
* 38 6/16/97 8:05a Rlove
*
* 37 6/09/97 11:20a Rlove
*
* 36 6/09/97 10:13a Rlove
*
* 35 6/05/97 9:29a Rlove
* Weapons now have deselect animations
*
* 34 6/02/97 9:55a Rlove
* Changed where firing is done
*
* 33 5/31/97 6:53a Rlove
* New and hopefully improved ax
*
* 29 5/27/97 10:57a Rlove
* Took out old Id sound files
*
* 26 5/19/97 12:01p Rlove
* New sprites for axe
*
* 25 5/19/97 8:58a Rlove
* Adding sprites and such to the axe.
*
* 24 5/16/97 1:52p Rlove
*
* 23 5/15/97 1:33p Rlove
*
* 22 5/12/97 11:06a Rlove
*
* 21 5/12/97 10:31a Rlove
*
* 19 5/07/97 11:03a Rlove
*
* 16 5/05/97 5:40p Rlove
*
* 14 4/21/97 9:16a Rlove
* Tried new axe animations
*
* 13 4/16/96 11:51p Mgummelt
*
* 12 4/16/97 8:38a Rlove
* Corrected axe loop when selected after purifier
*
* 11 4/16/97 7:59a Rlove
* Removed references to ammo_ fields
*
* 10 4/15/97 10:14a Rlove
* Changed cleric to crusader
*
* 9 4/14/97 5:04p Rlove
*
* 6 4/04/97 5:40p Rlove
*
* 5 3/19/97 7:44a Rlove
* Doors no longer open when an axe blade is near
*
* 4 3/18/97 5:09p Rlove
*
* 3 3/17/97 12:40p Rlove
* New axe is in.
*
* 2 3/10/97 8:30a Rlove
* Added the axe weapon
*
* 1 3/07/97 2:03p Rlove
*/