1594 lines
39 KiB
C++
1594 lines
39 KiB
C++
/*
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* $Header: /HexenWorld/HCode/invntory.hc 39 5/04/98 8:49p Mgummelt $
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*/
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void teleport_touch (void);
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void PlayerSpeed_Calc (void);
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void player_fly(void);
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void player_stopfly(void);
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void XbowBoltTurn(entity bolt);
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void PolyTurn(entity bolt);
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void DrillaTurn(entity bolt);
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void Use_RingFlight()
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{
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if(self.rings&RING_FLIGHT)
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{//Toggle off, but don't get leftovers!
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self.ring_flight=self.ring_flight_time=0;
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self.rings(-)RING_FLIGHT;
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self.rings_low (-) RING_FLIGHT;
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player_stopfly();
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self.cnt_flight -= 1;
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}
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else
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{
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self.rings(+)RING_FLIGHT;
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self.ring_flight = 100;
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self.ring_flight_time = time + 1;
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player_fly();
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self.rings_low (-) RING_FLIGHT;
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}
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}
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void()monster_imp_lord;
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void BecomeImp ()
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{
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float move_cnt;
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if(other.solid!=SOLID_BSP)
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return;
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self.solid=SOLID_NOT;
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setorigin(self,self.origin+'0 0 50');
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setsize(self,'-40 -40 -50','40 40 50');
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self.hull=HULL_GOLEM;
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newmis=spawn();
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setorigin(newmis,self.origin);
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tracearea(self.origin,self.origin+'0 0 1',self.mins,self.maxs,FALSE,newmis);
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while((trace_fraction<1||trace_allsolid)&&move_cnt<36)
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{
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setorigin(newmis,newmis.origin+'0 0 1');
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tracearea(newmis.origin,newmis.origin+'0 0 1',self.mins,self.maxs,FALSE,newmis);
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move_cnt+=1;
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}
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if(trace_fraction==1&&!trace_allsolid)
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{
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self.touch=SUB_Null;
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newmis.flags2(+)FL_SUMMONED;
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newmis.controller=self.owner;
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newmis.team=self.owner.team;
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newmis.classname="monster_imp_lord";
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newmis.lifetime=time+30;
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if(self.owner.enemy!=world&&self.owner.enemy.flags2&FL_ALIVE&&visible2ent(self.owner.enemy,self))
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{
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newmis.enemy=newmis.goalentity=self.owner.enemy;
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newmis.monster_awake=TRUE;
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}
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else
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{
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newmis.enemy=newmis.goalentity=self.owner;
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newmis.monster_awake=TRUE;
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}
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self.owner.imp_count+=1;
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newmis.imp_count=self.owner.imp_count;
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newmis.think=monster_imp_lord;
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thinktime newmis : 0;
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sound (newmis, CHAN_AUTO, "weapons/expsmall.wav", 1, ATTN_NORM);
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sound (newmis, CHAN_VOICE, "imp/upbig.wav", 1, ATTN_NORM);
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setorigin(self,self.origin-'0 0 50');
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BecomeExplosion(CE_FLOOR_EXPLOSION);
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newmis.hull = HULL_HYDRA;
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newmis.solid = SOLID_SLIDEBOX;
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}
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else
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{
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entity oself;
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setorigin(self,self.origin-'0 0 50'-self.movedir*8);
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traceline(self.origin+'0 0 10',self.origin-'0 0 100',TRUE,self);
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sound (newmis, CHAN_BODY, "items/itmspawn.wav", 1, ATTN_NORM); // play respawn sound
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newmis.classname="art_summon";
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setorigin(newmis,trace_endpos+'0 0 50');
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CreateWhiteFlash(newmis.origin);
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oself=self;
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oself.think=SUB_Remove;
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thinktime oself : 0;
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self=newmis;
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spawn_artifact(ARTIFACT_SUMMON,FALSE);
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}
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}
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void Use_Summoner ()
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{
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self.attack_finished=time + 0.1;//So you can't have a ton of them
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makevectors(self.v_angle);
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//sound
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entity missile;
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missile=spawn();
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missile.owner=self;
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missile.classname="summon";
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missile.movetype=MOVETYPE_BOUNCE;
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missile.solid=SOLID_BBOX;
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missile.touch=BecomeImp;
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missile.effects=EF_DIMLIGHT;
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missile.drawflags=MLS_POWERMODE;
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missile.movedir=normalize(v_forward);
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missile.velocity=normalize(v_forward)*300 +v_up*100;
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missile.avelocity=RandomVector('300 300 300');
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setmodel (missile, "models/a_summon.mdl");
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setsize(missile,'0 0 0','0 0 0');
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setorigin(missile,self.origin+self.proj_ofs+v_forward*16);
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missile.think=BecomeImp;
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thinktime missile : 1;
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self.cnt_summon-=1;
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}
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/*
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teleport_coin_run - The entity "teleportcoin" is created when teleport artifact is used
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*/
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void teleport_coin_run (void)
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{
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//added this for chaos device hangin-around
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self.touch = teleport_touch;
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self.think = SUB_Remove;
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self.nextthink = time + 3.0;//!shorter time, por favor!
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_TELEPORT_LINGER);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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WriteCoord (MSG_BROADCAST, 3.0);
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//this part was here b4
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other = self.enemy;
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teleport_touch();
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}
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/*
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Use_teleportCoin - generates an entity that acts like a teleporter trigger which places the
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player in his startspot or in deathmatch at a random start spot
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*/
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void () Use_TeleportCoin =
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{
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entity teleport_ent;
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self.flags2(+)FL_TORNATO_SAFE;
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teleport_ent = spawn();
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teleport_ent.goalentity = SelectSpawnPoint ();
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teleport_ent.classname = "teleportcoin";
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teleport_ent.inactive = FALSE;
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teleport_ent.think = teleport_coin_run;
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teleport_ent.nextthink = time + .01;
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teleport_ent.spawnflags = 1;//player_only, that is.
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self.cnt_teleport -= 1;
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teleport_ent.enemy = self;
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//added this for chaos device hangin-around
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setorigin (teleport_ent, self.origin);
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teleport_ent.movetype = MOVETYPE_NONE;
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teleport_ent.solid = SOLID_TRIGGER;
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teleport_ent.takedamage = DAMAGE_NO;
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setsize(teleport_ent,'-16 -16 0','16 16 56');
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// setmodel (teleport_ent, "models/sheep.mdl");//uncomment if tempent not working to see where teleport is supposed to be
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};
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void wedge_run(void)
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{
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if ((self.owner.velocity_x == 0) && (self.owner.velocity_y == 0) && (self.owner.velocity_z == 0))
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self.effects(+)EF_NODRAW; // All stop
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else if (self.effects & EF_NODRAW)
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self.effects(-)EF_NODRAW;
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self.angles = vectoangles(self.owner.velocity);
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self.origin = self.owner.origin;
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self.think = wedge_run;
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//self.nextthink = time + HX_FRAME_TIME;
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self.nextthink = time + .04; // This faster time is because it would lag behind every once in a while
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if ((self.owner.health<=0) || !(self.owner.artifact_active & ART_HASTE))
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remove(self);
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}
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/*
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void launch_hastewedge (void)
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{
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local entity tail;
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tail = spawn ();
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tail.movetype = MOVETYPE_NOCLIP;
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tail.solid = SOLID_NOT;
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tail.classname = "haste_wedge";
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setmodel (tail, "models/wedge.mdl");
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setsize (tail, '0 0 0', '0 0 0');
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tail.drawflags(+)DRF_TRANSLUCENT;
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tail.owner = self;
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tail.origin = tail.owner.origin;
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tail.velocity = tail.owner.velocity;
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tail.angles = tail.owner.angles;
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tail.think = wedge_run;
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tail.nextthink = time + HX_FRAME_TIME;
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}
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*/
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void Use_TomeofPower (void)
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{
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if(self.model=="models/sheep.mdl")
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self.sheep_time=0;
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else
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{
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if((tomeMode == 1)||(tomeMode == 2))
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{ // does nothing but sheep stuff...
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return;
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}
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self.artifact_active = self.artifact_active | ART_TOMEOFPOWER;
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self.tome_time = time + TOME_TIME;
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}
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self.cnt_tome -= 1;
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}
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void () Use_Haste =
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{
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self.artifact_active = self.artifact_active | ART_HASTE;
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self.haste_time = time + TOME_TIME;
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// launch_hastewedge ();
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self.effects(+)EF_DARKFIELD;
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PlayerSpeed_Calc();
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self.cnt_haste -= 1;
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};
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/*
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============
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Use_ProximityMine
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============
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*/
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void proximity_explode()
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{
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T_RadiusDamage (self, self.owner, self.dmg, world);
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_TIME_BOMB);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast(self.origin,MULTICAST_PHS);
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remove(self);
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}
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void proximity_think ()
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{
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float okay;
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thinktime self : 0.1;
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if(self.lifetime<time)
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{
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self.think=proximity_explode;
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thinktime self : 0;
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return;
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}
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if(!visible(self.enemy)&&!self.enemy.effects&EF_NODRAW)
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self.enemy=world;
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if(self.enemy)
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{
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float dist;
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vector org;
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org=(self.enemy.absmin+self.enemy.absmax)*0.5;
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dist=vlen(org-self.origin);
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if(dist<100)
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{
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sound(self,CHAN_AUTO,"misc/warning.wav",1,ATTN_NORM);
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self.think=proximity_explode;
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thinktime self : 0.3;
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}
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else
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self.velocity=normalize(org-self.origin)*150;
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}
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else
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{
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if(random()<0.5)
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{
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float bestdist,lastdist;
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entity found;
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bestdist=1001;
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found=findradius(self.origin,1000);
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while(found)
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{
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if(found.health&&found.flags2&FL_ALIVE&&!found.effects&EF_NODRAW&&found!=self.owner&&found!=self&&found.controller!=self.owner)
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{
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if(coop&&found.classname=="player")
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okay=FALSE;
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if(teamplay&&found.team==self.owner.team)
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okay=FALSE;
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else
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okay=TRUE;
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if(okay)
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{
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lastdist=vlen(found.origin-self.origin);
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if(lastdist<bestdist)
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{
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self.enemy=found;
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bestdist=lastdist;
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}
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}
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}
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found=found.chain;
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}
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}
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}
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}
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void Use_Proximity_Mine ()
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{
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newmis=spawn();
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newmis.owner=self;
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newmis.classname="proximity";
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newmis.movetype=MOVETYPE_FLYMISSILE;
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newmis.solid=SOLID_BBOX;
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newmis.dmg=50+self.level*10;
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if(newmis.dmg>120)
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newmis.dmg=120;
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newmis.health=10;
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newmis.takedamage=DAMAGE_YES;
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newmis.touch=newmis.th_die=proximity_explode;
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newmis.angles_x=90;
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newmis.avelocity_y=100;
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newmis.skin=1;
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newmis.drawflags(+)MLS_POWERMODE;
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setmodel (newmis, "models/glyphwir.mdl");
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setsize(newmis,'-3 -3 -3','3 3 3');
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newmis.hull=HULL_POINT;
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setorigin(newmis,self.origin+self.proj_ofs);
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newmis.lifetime=time+30;
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newmis.think=proximity_think;
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thinktime newmis : 0;
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}
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/*
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============
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UseTimebomb
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============
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*/
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void TimeBombExplode()
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{
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WriteByte (MSG_MULTICAST, SVC_TEMPENTITY);
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WriteByte (MSG_MULTICAST, TE_TIME_BOMB);
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WriteCoord (MSG_MULTICAST, self.origin_x);
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WriteCoord (MSG_MULTICAST, self.origin_y);
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WriteCoord (MSG_MULTICAST, self.origin_z);
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multicast(self.origin,MULTICAST_PHS);
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T_RadiusDamage(self, self.owner, 140.0, self.owner);
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remove(self);
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}
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void TimeBombTouch()
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{
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if((other == self.owner)||(other == world)||(!(other.takedamage)))
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{
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return;
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}
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TimeBombExplode();
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}
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void TimeBombThink()
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{
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vector destination;
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/* float dist;
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float vel;
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// move around and stay close to the owner.
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dist = vlen(self.owner.origin - self.origin);
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if(dist > 160)
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{ // teleport into place
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self.origin = self.owner.origin + normalize(self.origin - self.owner.origin)*120 + '0 0 20';
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}
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else if(dist > 80)
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{
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vel = vlen(self.owner.velocity);
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self.velocity = normalize(self.owner.origin + '0 0 20' - self.origin)*vel;
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}
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else
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{
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self.velocity_x = 0;
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self.velocity_y = 0;
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self.velocity_z = 0;
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}
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*/
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// self.health is a constant value that adds a good randomness for multiple bombs...
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destination_x = self.owner.origin_x + cos(time*200 + self.health*100) * 90;
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destination_y = self.owner.origin_y + sin(time*200 + self.health*100) * 90;
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destination_z = self.owner.origin_z + cos(time*300 + self.health*100) * 20 + 36;
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self.origin = destination;
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//self.velocity_x = (destination_x - self.origin_x)/.05;
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//self.velocity_y = (destination_y - self.origin_y)/.05;
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//self.velocity_z = (destination_z - self.origin_z)/.05;
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// run out if too long
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if(time > self.health + 10.0)
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{
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TimeBombExplode();
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}
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thinktime self : 0.05;
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}
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void Use_TimeBomb()
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{
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newmis=spawn();
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newmis.owner=self;
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newmis.enemy=world;
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newmis.classname="timebomb";
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newmis.solid=SOLID_BBOX;
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newmis.dmg=50;
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newmis.touch=TimeBombTouch;
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newmis.angles_x=90;
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newmis.avelocity_y=100;
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newmis.skin=1;
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newmis.drawflags(+)MLS_ABSLIGHT;
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newmis.abslight=0.5;
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setmodel (newmis, "models/glyphwir.mdl");
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setsize(newmis,'0 0 0','0 0 0');
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setorigin(newmis,self.origin+self.proj_ofs);
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newmis.movetype=MOVETYPE_FLYMISSILE;
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newmis.think=TimeBombThink;
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thinktime newmis : 0.05;
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newmis.health = time;
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}
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/*
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============
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Anything which can change a velocity of a client effect missile
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must call this function
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============
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*/
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void UpdateMissileVelocity(entity missile)
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{
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if((missile.flags & EF_NODRAW)||(missile.model == ""))
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{ //if nodraw, it is probably a client effect and needs updating
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if((missile.classname == "magic missile")||
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(missile.classname == "bone_powered")||
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(missile.classname == "bone_shrapnel")||
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(missile.classname == "bone_normal"))
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{
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turneffect(missile.wrq_effect_id, missile.origin, missile.velocity);
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}
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else if ((missile.classname == "bird_missile")||
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(missile.classname == "set_missile"))
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{
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turneffect(missile.raven_effect_id, missile.origin, missile.velocity);
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}
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else if ((missile.classname == "flaming arrow")||
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(missile.classname == "bolt"))
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{
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XbowBoltTurn(missile);
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}
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else if (missile.classname == "polyblob")
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{
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PolyTurn(missile);
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}
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else if (missile.classname == "pincer")
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{
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DrillaTurn(missile);
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}
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}
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}
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/*
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============
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UseBlast
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============
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*/
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void UseBlast (void)
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{
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vector dir,holdpos;
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entity victim;
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float v_length,push,percent,points,inertia;
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self.cnt_blast -= 1;//moved this up here--doing damage to other things can
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//trigger an explosion and kill me, so if i decriment count after that, i might end up with -1 discs.
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victim = findradius( self.origin, BLAST_RADIUS*2);
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// self.safe_time=time+7;
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while(victim)
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{
|
|
if(victim.classname=="cube_of_force"&&victim.controller!=self&&random()<0.2)
|
|
{
|
|
if(victim.artifact_flags&AFL_CUBE_RIGHT)
|
|
victim.controller.artifact_flags(-)AFL_CUBE_RIGHT;
|
|
if(victim.artifact_flags&AFL_CUBE_LEFT)
|
|
victim.controller.artifact_flags(-)AFL_CUBE_LEFT;
|
|
victim.frags=2;
|
|
victim.movetype=MOVETYPE_BOUNCE;
|
|
stopSound(victim,0);
|
|
victim.owner = victim.controller = self;
|
|
victim.velocity = normalize(victim.origin - (self.absmin+self.absmax)*0.5)*600;
|
|
victim.avelocity=randomv('-300 -300 -300','300 300 300');
|
|
if(victim.movedir!='0 0 0')
|
|
victim.movedir=normalize(victim.velocity);
|
|
victim.dmg=75;
|
|
victim.touch = GrenadeTouch2;
|
|
victim.think = MultiExplode;
|
|
thinktime victim : 3;
|
|
|
|
holdpos = victim.origin;
|
|
holdpos_z += (victim.maxs_z - victim.mins_z)/2;
|
|
traceline(self.origin,holdpos,FALSE,self);
|
|
CreateBlueFlash(trace_endpos);
|
|
}
|
|
else if (victim.classname!="hook"&&victim.owner.classname != "circfire" && victim.classname != "cube_of_force"&&victim.monsterclass<CLASS_BOSS)
|
|
{
|
|
// dprint(victim.classname);
|
|
// dprint(" blasted\n");
|
|
if (((victim.health) && (victim!=self) ) ||
|
|
(victim.movetype == MOVETYPE_FLYMISSILE) || (victim.movetype == MOVETYPE_BOUNCEMISSILE) && (victim.owner != self))
|
|
{
|
|
traceline(self.origin,victim.origin,TRUE,self);
|
|
|
|
if (trace_fraction == 1) // No walls in the way
|
|
{
|
|
sound (self, CHAN_WEAPON, "raven/blast.wav", 1, ATTN_NORM);
|
|
|
|
if (((victim.movetype != MOVETYPE_FLYMISSILE) && (victim.movetype != MOVETYPE_BOUNCEMISSILE)) || (victim.classname =="chain_head" ))
|
|
{
|
|
dir = victim.origin - self.origin;
|
|
v_length = vlen (dir);
|
|
|
|
// For missile entities can only be moved within blast radius
|
|
if (v_length < BLAST_RADIUS)
|
|
{
|
|
// The further away, the less the push
|
|
percent = BLAST_RADIUS / v_length;
|
|
|
|
if (percent > 3)
|
|
percent = 3;
|
|
|
|
if (victim.mass>20)
|
|
inertia = victim.mass/20;
|
|
else
|
|
inertia = 1;
|
|
|
|
push = (percent + 1)/inertia;
|
|
victim.velocity = dir * push;
|
|
victim.flags(-)FL_ONGROUND;
|
|
|
|
push = ((percent * 100) + 100)/inertia;
|
|
victim.velocity_z = push;
|
|
UpdateMissileVelocity(victim);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
victim.frags=2;
|
|
//if(victim.classname=="pincer")
|
|
// victim.enemy=victim.owner;
|
|
victim.enemy=victim.owner;
|
|
victim.owner = self;
|
|
if (victim.classname!="tornato")
|
|
{
|
|
victim.velocity = victim.velocity * -1;
|
|
victim.angles = vectoangles(victim.velocity);
|
|
UpdateMissileVelocity(victim);
|
|
}
|
|
}
|
|
|
|
holdpos = victim.origin;
|
|
holdpos_z += (victim.maxs_z - victim.mins_z)/2;
|
|
traceline(self.origin,holdpos,FALSE,self);
|
|
CreateBlueFlash(trace_endpos);
|
|
|
|
points = percent * BLASTDAMAGE; // Minimum blast damage
|
|
if (points > 10)
|
|
points = 10;
|
|
|
|
//Bad idea- if someone uses a blast radius on a player and that player falls in
|
|
//the lava 10 minutes later without being hurt by another player in the
|
|
//meantime, original player gets credit- not good.
|
|
// if(victim.classname=="player")
|
|
// if(!victim.artifact_active&ARTFLAG_FROZEN)
|
|
// victim.credit_enemy=self;
|
|
|
|
T_Damage (victim, self, self, points);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (victim.classname=="tornato" && victim.enemy.flags2&FL_ALIVE)
|
|
victim.enemy.flags2(+)FL_TORNATO_SAFE;
|
|
// if(victim.classname=="swarm")
|
|
// {
|
|
// victim.think=hive_die;
|
|
// thinktime victim : 0;
|
|
// }
|
|
|
|
|
|
victim = victim.chain;
|
|
}
|
|
|
|
if(self.v_angle_x > 30)
|
|
{
|
|
if(self.artifact_active & ART_TOMEOFPOWER)
|
|
{
|
|
self.velocity_z += 500 * sin(self.v_angle_x);
|
|
}
|
|
else
|
|
{
|
|
self.velocity_z += 300 * sin(self.v_angle_x);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void UseInvincibility (void)
|
|
{
|
|
self.artifact_active = self.artifact_active | ART_INVINCIBILITY;
|
|
if(deathmatch)
|
|
self.invincible_time = time + TOME_TIME;
|
|
else
|
|
self.invincible_time = time + 10;
|
|
if (self.artifact_low & ART_INVINCIBILITY)
|
|
self.artifact_low = self.artifact_low - (self.artifact_low & ART_INVINCIBILITY);
|
|
|
|
//Temp invincibility effects
|
|
if(self.playerclass==CLASS_CRUSADER)
|
|
self.skin = GLOBAL_SKIN_STONE;
|
|
else if(self.playerclass==CLASS_PALADIN)
|
|
self.effects(+)EF_BRIGHTLIGHT;
|
|
else if(self.playerclass==CLASS_ASSASSIN)
|
|
self.colormap=140;
|
|
else if(self.playerclass==CLASS_NECROMANCER)
|
|
self.effects(+)EF_DARKLIGHT;
|
|
else if(self.playerclass==CLASS_SUCCUBUS)
|
|
{
|
|
self.drawflags(+)MLS_ABSLIGHT;
|
|
self.effects(+)EF_INVINC_CIRC;
|
|
self.abslight=0.75;
|
|
}
|
|
|
|
self.cnt_invincibility -= 1;
|
|
}
|
|
|
|
void UseInvisibility (void)
|
|
{
|
|
centerprint(self,"You are Invisible!\n");
|
|
self.artifact_active = self.artifact_active | ART_INVISIBILITY;
|
|
self.invisible_time = time + 45;//was TOME_TIME (30)
|
|
if (self.artifact_low & ART_INVISIBILITY)
|
|
self.artifact_low = self.artifact_low - (self.artifact_low & ART_INVISIBILITY);
|
|
|
|
msg_entity=self;
|
|
WriteByte(MSG_ONE, SVC_SET_VIEW_FLAGS);
|
|
WriteByte(MSG_ONE,DRF_TRANSLUCENT);
|
|
self.effects(+)EF_NODRAW|EF_LIGHT;
|
|
self.cnt_invisibility -= 1;
|
|
}
|
|
|
|
void()Use_Polymorph;
|
|
void()Use_Tripwire;
|
|
void()Use_Fireball;
|
|
|
|
void poisong_die()
|
|
{
|
|
dprint("Poisong_die\n");
|
|
stopSound(self,0);
|
|
SmallExplosion();
|
|
}
|
|
|
|
void SpewPoison ()
|
|
{
|
|
//vector updir;
|
|
if(self.solid!=SOLID_PHASE)
|
|
{
|
|
setsize(self,'-3 -3 -3','3 3 3');
|
|
self.solid=SOLID_PHASE;
|
|
}
|
|
if(self.owner.tripwire_cnt>self.tripwire_cnt+4)
|
|
self.lifetime=0;
|
|
|
|
if(self.lifetime==-1)
|
|
self.lifetime=time + 30;
|
|
else if(self.lifetime<time)
|
|
{
|
|
|
|
sound(self,CHAN_UPDATE+PHS_OVERRIDE_R,"succubus/endhisss.wav",1,ATTN_NORM);
|
|
self.owner.tripwire_cnt-=1;
|
|
remove(self);
|
|
return;
|
|
}
|
|
if(!self.aflag)
|
|
{
|
|
self.aflag=TRUE;
|
|
starteffect(CE_ACID_EXPL,self.origin+'0 0 8','0 0 .2',HX_FRAME_TIME*2);
|
|
weapon_sound(self, "succubus/gasss.wav");
|
|
// sound(self,CHAN_BODY,"succubus/gasss.wav",1,ATTN_NORM);
|
|
self.t_width=time+2;
|
|
}
|
|
else if(self.t_width<time&&self.aflag==TRUE)//(self.velocity=='0 0 0'||self.flags&FL_ONGROUND)&&
|
|
{
|
|
self.aflag=2;
|
|
sound(self,CHAN_UPDATE+PHS_OVERRIDE_R,"succubus/hisss.wav",1,ATTN_LOOP);
|
|
self.effects(+)EF_UPDATESOUND;
|
|
}
|
|
// updir=randomv('-10 -10 10','10 10 30');
|
|
//Hissing sound
|
|
//CreateGreenSmoke(self.origin,updir,HX_FRAME_TIME*3);
|
|
self.effects (+) EF_POISON_GAS;
|
|
//Set up a trigger instead of T_Dam. Might be faster.
|
|
T_RadiusDamage(self,self.owner,3,self.owner);//was 1
|
|
thinktime self : 0.1;
|
|
}
|
|
|
|
void Use_PoisonGas()
|
|
{
|
|
makevectors(self.v_angle);
|
|
weapon_sound(self, "misc/whoosh.wav");
|
|
// sound(self,CHAN_WEAPON,"misc/whoosh.wav",1,ATTN_NORM);
|
|
entity missile;
|
|
missile=spawn();
|
|
missile.owner=self;
|
|
missile.classname="poison grenade";
|
|
missile.movetype=MOVETYPE_BOUNCE;
|
|
missile.takedamage=TRUE;
|
|
missile.health=10;
|
|
missile.th_die=poisong_die;
|
|
missile.solid=SOLID_BBOX;
|
|
missile.touch=GrenadeTouch2;
|
|
missile.lifetime=-1;
|
|
|
|
self.tripwire_cnt+=1;
|
|
missile.tripwire_cnt=self.tripwire_cnt;
|
|
|
|
missile.o_angle = self.origin+self.proj_ofs+v_forward*8;
|
|
|
|
missile.speed=500;
|
|
|
|
if(self.v_angle_x)
|
|
missile.velocity = v_forward*missile.speed + v_up * 200 + crandom()*v_right*10 + crandom()*v_up*10;
|
|
else
|
|
{
|
|
missile.velocity = aim(self, missile.o_angle,1000);
|
|
missile.velocity = missile.velocity * missile.speed;
|
|
missile.velocity_z = 200;
|
|
}
|
|
|
|
missile.angles = vectoangles(missile.velocity);
|
|
missile.avelocity=randomv('-300 -300 -300','300 300 300');
|
|
|
|
setmodel(missile,"models/glyphwir.mdl");
|
|
setsize(missile,'0 0 0','0 0 0');
|
|
setorigin(missile,missile.o_angle);
|
|
missile.think=SpewPoison;
|
|
thinktime missile : 0.5;
|
|
}
|
|
|
|
void BreakChainsForEnt(entity ent)
|
|
{
|
|
if(!ent.flags2&FL_CHAINED)
|
|
return;
|
|
|
|
ent.flags2(-)FL_CHAINED;
|
|
if (ent.classname == "player")
|
|
{
|
|
if(!(ent.rings&RING_FLIGHT))
|
|
ent.movetype=MOVETYPE_WALK;
|
|
}
|
|
else
|
|
{
|
|
ent.movetype = ent.oldmovetype;
|
|
}
|
|
}
|
|
|
|
void BreakChains()
|
|
{
|
|
if(!self.flags2&FL_CHAINED)
|
|
return;
|
|
|
|
self.flags2(-)FL_CHAINED;
|
|
if(!self.rings&RING_FLIGHT)
|
|
self.movetype=MOVETYPE_WALK;
|
|
}
|
|
|
|
void UseInventoryItem (void)
|
|
{
|
|
|
|
if (self.health <= 0)
|
|
return;
|
|
|
|
if(self.artifact_active&ARTFLAG_FROZEN&&self.inventory!=INV_TORCH)
|
|
return;
|
|
|
|
//Have to allow panic button and QuickInventory impulses to work as well as impulse 23
|
|
// if(self.flags2&FL_CHAINED)//&&self.inventory!=INV_TELEPORT&&self.inventory!=INV_BLAST)
|
|
// return;
|
|
|
|
// Is it in the inventory
|
|
if ((self.inventory == INV_TORCH) && (self.cnt_torch))
|
|
{
|
|
if (self.torchtime < (time + 5))
|
|
{
|
|
UseTorch ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
else if ((self.inventory == INV_TELEPORT) && (self.cnt_teleport))
|
|
{
|
|
Use_TeleportCoin ();
|
|
BreakChains();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_HP_BOOST) && (self.cnt_h_boost))
|
|
{
|
|
use_healthboost ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_SUPER_HP_BOOST) && (self.cnt_sh_boost))
|
|
{
|
|
use_super_healthboost ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_MANA_BOOST) && (self.cnt_mana_boost))
|
|
{
|
|
UseManaBoost ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_GLYPH) && (self.cnt_glyph))
|
|
{
|
|
self.cnt_glyph-=1;
|
|
if(self.playerclass==CLASS_ASSASSIN)
|
|
Use_Tripwire();
|
|
else if(self.playerclass==CLASS_CRUSADER)
|
|
Use_TimeBomb ();
|
|
else if(self.playerclass==CLASS_PALADIN)
|
|
Use_Fireball();
|
|
else if(self.playerclass==CLASS_NECROMANCER)
|
|
Use_Proximity_Mine();
|
|
else if(self.playerclass==CLASS_SUCCUBUS)
|
|
Use_PoisonGas();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_HASTE) && (self.cnt_haste))
|
|
{
|
|
if (self.haste_time < (time + 5))
|
|
{
|
|
Use_Haste();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
else if ((self.inventory == INV_BLAST) && (self.cnt_blast))
|
|
{
|
|
UseBlast();
|
|
BreakChains();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_CUBEOFFORCE) && (self.cnt_cubeofforce))
|
|
{
|
|
if ((!self.artifact_flags & AFL_CUBE_LEFT) ||
|
|
(!self.artifact_flags & AFL_CUBE_RIGHT))
|
|
{
|
|
UseCubeOfForce();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
else if ((self.inventory == INV_INVINCIBILITY) && (self.cnt_invincibility))
|
|
{
|
|
if (self.invincible_time < (time + 5))
|
|
{
|
|
UseInvincibility();
|
|
BreakChains();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
else if ((self.inventory == INV_INVISIBILITY) && (self.cnt_invisibility))
|
|
{
|
|
if (self.invisible_time < (time + 5))
|
|
{
|
|
UseInvisibility();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
else if ((self.inventory == INV_TOME) && (self.cnt_tome))
|
|
{
|
|
if (self.tome_time < (time + 5))
|
|
{
|
|
Use_TomeofPower();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
else if ((self.inventory == INV_POLYMORPH) && (self.cnt_polymorph))
|
|
{
|
|
Use_Polymorph();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_SUMMON) && (self.cnt_summon))
|
|
{
|
|
Use_Summoner();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else if ((self.inventory == INV_FLIGHT) && (self.cnt_flight))
|
|
{
|
|
Use_RingFlight();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
else
|
|
{ // Can't even try to use flight in non-deathmatch
|
|
if ((!deathmatch) && (self.inventory == INV_FLIGHT))
|
|
time = time;
|
|
else
|
|
{
|
|
sprinti(self, PRINT_MEDIUM, STR_DONOTPOSSESS);
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void PanicButton ()
|
|
{
|
|
|
|
if (self.health <= 0)
|
|
return;
|
|
|
|
// if(self.flags2&FL_CHAINED)
|
|
// return;
|
|
|
|
if (self.cnt_torch)
|
|
{
|
|
if (self.torchtime < (time + 5))
|
|
{
|
|
UseTorch ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
if (self.cnt_teleport)
|
|
{
|
|
Use_TeleportCoin ();
|
|
BreakChains();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_h_boost)
|
|
{
|
|
use_healthboost ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_sh_boost)
|
|
{
|
|
use_super_healthboost ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_mana_boost)
|
|
{
|
|
UseManaBoost ();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_glyph)
|
|
{
|
|
self.cnt_glyph=self.cnt_glyph - 1;
|
|
if(self.playerclass==CLASS_ASSASSIN)
|
|
Use_Tripwire();
|
|
else if(self.playerclass==CLASS_CRUSADER)
|
|
Use_TimeBomb ();
|
|
else if(self.playerclass==CLASS_PALADIN)
|
|
Use_Fireball();
|
|
else if(self.playerclass==CLASS_NECROMANCER)
|
|
Use_Proximity_Mine();
|
|
else if(self.playerclass==CLASS_SUCCUBUS)
|
|
Use_PoisonGas();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_haste)
|
|
{
|
|
if (self.haste_time < (time + 5))
|
|
{
|
|
Use_Haste();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
if (self.cnt_blast)
|
|
{
|
|
UseBlast();
|
|
BreakChains();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_cubeofforce)
|
|
{
|
|
if ((!self.artifact_flags & AFL_CUBE_LEFT) ||
|
|
(!self.artifact_flags & AFL_CUBE_RIGHT))
|
|
{
|
|
UseCubeOfForce();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
if (self.cnt_invincibility)
|
|
{
|
|
if (self.invincible_time < (time + 5))
|
|
{
|
|
UseInvincibility();
|
|
BreakChains();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
if (self.cnt_invisibility)
|
|
{
|
|
if (self.invisible_time < (time + 5))
|
|
{
|
|
UseInvisibility();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
if (self.cnt_tome)
|
|
{
|
|
if (self.tome_time < (time + 5))
|
|
{
|
|
Use_TomeofPower();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
if (self.cnt_polymorph)
|
|
{
|
|
Use_Polymorph();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_summon)
|
|
{
|
|
Use_Summoner();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
if (self.cnt_flight)
|
|
{
|
|
Use_RingFlight();
|
|
self.flags (+) FL_ARTIFACTUSED;
|
|
}
|
|
}
|
|
|
|
void DropInventoryItem (void)
|
|
{
|
|
entity item,holdent;
|
|
float throwflag;
|
|
|
|
makevectors(self.v_angle);
|
|
traceline(self.origin + self.proj_ofs,self.origin + self.proj_ofs + v_forward * 60,FALSE,self);
|
|
|
|
if (trace_fraction < 1)
|
|
{
|
|
remove(item);
|
|
centerprint(self,"Not enough room to throw");
|
|
return;
|
|
}
|
|
|
|
item = spawn();
|
|
|
|
|
|
|
|
item.flags(+)FL_ITEM;
|
|
item.solid = SOLID_TRIGGER;
|
|
item.movetype = MOVETYPE_TOSS;
|
|
item.owner = self;
|
|
item.artifact_ignore_owner_time = time + 2;
|
|
item.artifact_ignore_time = time + 0.1;
|
|
|
|
setsize (item, '-8 -8 -38', '8 8 24');
|
|
holdent=self;
|
|
self = item;
|
|
throwflag = 0;
|
|
|
|
// Is it in the inventory
|
|
if ((holdent.inventory == INV_TORCH) && (holdent.cnt_torch))
|
|
{
|
|
spawn_artifact(ARTIFACT_TORCH,NO_RESPAWN);
|
|
holdent.cnt_torch -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_HP_BOOST) && (holdent.cnt_h_boost))
|
|
{
|
|
spawn_artifact(ARTIFACT_HP_BOOST,NO_RESPAWN);
|
|
holdent.cnt_h_boost -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_SUPER_HP_BOOST) && (holdent.cnt_sh_boost))
|
|
{
|
|
spawn_artifact(ARTIFACT_SUPER_HP_BOOST,NO_RESPAWN);
|
|
holdent.cnt_sh_boost -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_MANA_BOOST) && (holdent.cnt_mana_boost))
|
|
{
|
|
spawn_artifact(ARTIFACT_MANA_BOOST,NO_RESPAWN);
|
|
holdent.cnt_mana_boost -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_TELEPORT) && (holdent.cnt_teleport))
|
|
{
|
|
spawn_artifact(ARTIFACT_TELEPORT,NO_RESPAWN);
|
|
holdent.cnt_teleport -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_TOME) && (holdent.cnt_tome))
|
|
{
|
|
spawn_artifact(ARTIFACT_TOME,NO_RESPAWN);
|
|
holdent.cnt_tome -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_SUMMON) && (holdent.cnt_summon))
|
|
{
|
|
spawn_artifact(ARTIFACT_SUMMON,NO_RESPAWN);
|
|
holdent.cnt_summon -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_INVISIBILITY) && (holdent.cnt_invisibility))
|
|
{
|
|
spawn_artifact(ARTIFACT_INVISIBILITY,NO_RESPAWN);
|
|
holdent.cnt_invisibility -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_GLYPH) && ((holdent.cnt_glyph&&holdent.playerclass!=CLASS_CRUSADER)||holdent.cnt_glyph>=5))
|
|
{
|
|
spawn_artifact(ARTIFACT_GLYPH,NO_RESPAWN);
|
|
if(holdent.playerclass==CLASS_CRUSADER)
|
|
holdent.cnt_glyph -=5;
|
|
else
|
|
holdent.cnt_glyph -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_HASTE) && (holdent.cnt_haste))
|
|
{
|
|
spawn_artifact(ARTIFACT_HASTE,NO_RESPAWN);
|
|
holdent.cnt_haste -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_BLAST) && (holdent.cnt_blast))
|
|
{
|
|
spawn_artifact(ARTIFACT_BLAST,NO_RESPAWN);
|
|
holdent.cnt_blast -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_POLYMORPH) && (holdent.cnt_polymorph))
|
|
{
|
|
spawn_artifact(ARTIFACT_POLYMORPH,NO_RESPAWN);
|
|
holdent.cnt_polymorph -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_FLIGHT) &&
|
|
((holdent.cnt_flight > 0 && !(holdent.rings&RING_FLIGHT))||//if we have just 1 left, and it's in use, don't drop it
|
|
(holdent.cnt_flight > 1)))
|
|
{
|
|
spawn_artifact(ARTIFACT_FLIGHT,NO_RESPAWN);
|
|
holdent.cnt_flight -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_CUBEOFFORCE) && (holdent.cnt_cubeofforce))
|
|
{
|
|
spawn_artifact(ARTIFACT_CUBEOFFORCE,NO_RESPAWN);
|
|
holdent.cnt_cubeofforce -=1;
|
|
throwflag = 1;
|
|
}
|
|
else if ((holdent.inventory == INV_INVINCIBILITY) && (holdent.cnt_invincibility))
|
|
{
|
|
spawn_artifact(ARTIFACT_INVINCIBILITY,NO_RESPAWN);
|
|
holdent.cnt_invincibility -=1;
|
|
throwflag = 1;
|
|
}
|
|
|
|
self = holdent;
|
|
|
|
if (throwflag) // Something could be thrown
|
|
{
|
|
// Throw it
|
|
item.velocity = normalize (v_forward);
|
|
item.velocity = item.velocity * 200;
|
|
item.velocity_x += random(-20,20); // So they don't land on top if each other if player is
|
|
item.velocity_y += random(-20,20); // standing in one place and throwing multiple items
|
|
item.velocity_z = 200;
|
|
makevectors(self.v_angle);
|
|
setorigin(item,self.origin + self.proj_ofs + v_up * 10 + v_forward * 40 + v_right * 8);
|
|
|
|
sound(self,CHAN_BODY,"misc/whoosh.wav",1,ATTN_NORM);
|
|
}
|
|
else
|
|
remove(item);
|
|
|
|
}
|
|
|
|
void Inventory_Quick(float which)
|
|
{
|
|
float old_inv;
|
|
|
|
old_inv = self.inventory;
|
|
self.inventory = which;
|
|
UseInventoryItem();
|
|
self.inventory = old_inv;
|
|
}
|
|
|
|
/*
|
|
* $Log: /HexenWorld/HCode/invntory.hc $
|
|
*
|
|
* 39 5/04/98 8:49p Mgummelt
|
|
* Fixed- can use any item if chained
|
|
*
|
|
* 38 4/13/98 1:13p Mgummelt
|
|
* fixing push fields so they don't caus eplayer impact damage
|
|
*
|
|
* 37 4/11/98 10:40p Mgummelt
|
|
* Fixin' stuff
|
|
*
|
|
* 36 4/08/98 3:47p Ssengele
|
|
* made chaos device ONLY teleport humans(it was possible b4 to plug up
|
|
* spawnspots with indestructible things, and telefrag trees, which is
|
|
* funny but weird); reduced range of cube.
|
|
*
|
|
* 35 4/07/98 9:07p Nalbury
|
|
* No more reliable junk...
|
|
*
|
|
* 34 4/07/98 6:21p Mgummelt
|
|
* Homing missiles don't hunt your imp or invisible players
|
|
*
|
|
* 33 4/07/98 2:58p Rmidthun
|
|
* fixed sounds for grenade, uses weapon_sound where applicable ends
|
|
* properly
|
|
*
|
|
* 32 4/04/98 3:32a Mgummelt
|
|
* made gas glyph sound an autolooping autoupdating sound
|
|
*
|
|
* 31 3/30/98 4:39a Rmidthun
|
|
* fixing imp hull
|
|
*
|
|
* 30 3/30/98 3:26a Rmidthun
|
|
* allowing use of panic button and quick inventory impulses when chained
|
|
*
|
|
* 29 3/30/98 1:12a Rmidthun
|
|
* Added in ability to use disc of repulsion to destroy a cube of force
|
|
*
|
|
* 28 3/29/98 6:47p Rmidthun
|
|
*
|
|
* 27 3/29/98 4:47p Rmidthun
|
|
*
|
|
* 26 3/27/98 11:48p Mgummelt
|
|
*
|
|
* 25 3/27/98 4:09p Nalbury
|
|
* poison gas now spawns at the correct time...
|
|
*
|
|
* 24 3/27/98 6:33a Nalbury
|
|
* Net optimizing the demoness.
|
|
*
|
|
* 23 3/26/98 4:55p Mgummelt
|
|
* Added Succubus' glyphs and invincibility
|
|
*
|
|
* 22 3/24/98 5:13p Rmidthun
|
|
* use time bomb explosion for necro glyph
|
|
*
|
|
* 21 3/24/98 4:43p Nalbury
|
|
* Upped respawn time a bit, changed new crusader glyph a bit....
|
|
*
|
|
* 20 3/24/98 2:29p Nalbury
|
|
*
|
|
* 19 3/23/98 12:35a Nalbury
|
|
* Added Hunter game mode stuff....
|
|
*
|
|
* 18 3/21/98 8:05p Ssengele
|
|
*
|
|
* 17 3/20/98 10:50a Rmidthun
|
|
* added setting of hull and solid to summoned imps, not that it does any
|
|
* good...
|
|
*
|
|
* 16 3/19/98 1:47p Ssengele
|
|
* invinc. breaks chains
|
|
*
|
|
* 15 3/18/98 2:03p Rmidthun
|
|
* using torch will thaw ice
|
|
*
|
|
* 14 3/18/98 1:50p Ssengele
|
|
*
|
|
* 13 3/17/98 10:45a Ssengele
|
|
* disc count now updated at safer time when using.
|
|
*
|
|
* 12 3/16/98 10:01p Ssengele
|
|
* fixed bugs with ringoflight droppin.
|
|
*
|
|
* 11 3/13/98 3:28p Nalbury
|
|
* Added cool glyph for crusader, also added Ron's changes to the disc of
|
|
* repulsion.
|
|
*
|
|
* 10 3/13/98 2:11p Ssengele
|
|
* finished teleporters for chaos device?; made reflection polys and wind
|
|
* tunnels update missiles correctly; wind tunnels work as in mission pack
|
|
*
|
|
* 9 3/12/98 7:46p Nalbury
|
|
* Changed the use of the tome for tomemode 1 and tomemode 2
|
|
*
|
|
* 7 3/06/98 6:46a Nalbury
|
|
* tweaked crusader's glyph
|
|
*
|
|
* 6 3/05/98 2:49p Rmidthun
|
|
* moved raven client ids to avoid conflicts in the union
|
|
*
|
|
* 5 3/05/98 2:04p Ssengele
|
|
* turning works for my stuff now
|
|
*
|
|
* 4 3/03/98 8:49p Ssengele
|
|
* untomed scarab staff should turn now
|
|
*
|
|
* 3 3/03/98 8:09p Ssengele
|
|
* reflection code for xbow bolts and sheepinator; also, a little variance
|
|
* for where bolts start out, so autoaim doesn't make them clump up quite
|
|
* as much (variance is consistent between sv & cl)
|
|
*
|
|
* 2 3/03/98 3:01p Rmidthun
|
|
* client effect missiles needed an update function to be called when
|
|
* other things change their velocity, this was put into invntory.hc.
|
|
*
|
|
* 1 2/04/98 1:59p Rjohnson
|
|
*
|
|
* 115 9/23/97 8:39a Rlove
|
|
*
|
|
* 114 9/11/97 9:46a Mgummelt
|
|
*
|
|
* 113 9/11/97 9:08a Mgummelt
|
|
*
|
|
* 112 9/10/97 5:44p Mgummelt
|
|
*
|
|
* 111 9/03/97 6:29p Mgummelt
|
|
*
|
|
* 110 9/03/97 3:46a Rlove
|
|
*
|
|
* 109 9/02/97 9:30p Rlove
|
|
*
|
|
* 108 9/02/97 6:46p Rlove
|
|
*
|
|
* 107 9/02/97 3:53p Rlove
|
|
*
|
|
* 106 9/02/97 2:56p Mgummelt
|
|
*
|
|
* 105 9/02/97 2:55p Mgummelt
|
|
*
|
|
* 104 9/02/97 2:55a Mgummelt
|
|
*
|
|
* 103 9/01/97 10:01p Rlove
|
|
*
|
|
* 102 9/01/97 9:32p Rlove
|
|
*
|
|
* 101 9/01/97 2:29p Mgummelt
|
|
*
|
|
* 100 9/01/97 5:13a Mgummelt
|
|
*
|
|
* 99 9/01/97 1:35a Mgummelt
|
|
*
|
|
* 97 8/31/97 4:21p Mgummelt
|
|
*
|
|
* 96 8/31/97 3:14p Rlove
|
|
*
|
|
* 95 8/31/97 2:36p Mgummelt
|
|
*
|
|
* 94 8/31/97 8:52a Mgummelt
|
|
*
|
|
* 93 8/30/97 4:28p Jweier
|
|
*
|
|
* 92 8/30/97 4:21p Mgummelt
|
|
*
|
|
* 91 8/28/97 9:58p Jweier
|
|
*
|
|
* 90 8/28/97 7:56p Mgummelt
|
|
*
|
|
* 89 8/28/97 5:41p Mgummelt
|
|
*
|
|
* 88 8/26/97 6:22p Jweier
|
|
*
|
|
* 87 8/26/97 1:37p Mgummelt
|
|
*
|
|
* 86 8/26/97 2:26a Mgummelt
|
|
*
|
|
* 85 8/25/97 5:40p Rlove
|
|
*
|
|
* 84 8/25/97 1:09a Mgummelt
|
|
*
|
|
* 83 8/21/97 4:46a Mgummelt
|
|
*
|
|
* 82 8/21/97 4:29a Mgummelt
|
|
*
|
|
* 81 8/17/97 3:06p Mgummelt
|
|
*
|
|
* 80 8/17/97 3:13a Mgummelt
|
|
*
|
|
* 79 8/16/97 5:46p Mgummelt
|
|
*
|
|
* 78 8/14/97 8:31p Mgummelt
|
|
*
|
|
* 77 8/14/97 7:12p Mgummelt
|
|
*
|
|
* 76 8/14/97 12:18p Mgummelt
|
|
*
|
|
* 75 8/14/97 12:18p Mgummelt
|
|
*
|
|
* 74 8/14/97 6:42a Rlove
|
|
*
|
|
* 73 8/13/97 1:55p Mgummelt
|
|
*
|
|
* 72 8/13/97 12:33a Mgummelt
|
|
*
|
|
* 71 8/12/97 11:33p Mgummelt
|
|
*
|
|
* 70 8/12/97 10:58p Mgummelt
|
|
*
|
|
* 69 8/12/97 4:27p Mgummelt
|
|
*
|
|
* 68 8/09/97 6:28a Mgummelt
|
|
*
|
|
* 67 8/09/97 1:49a Mgummelt
|
|
*
|
|
* 66 8/08/97 5:50p Rjohnson
|
|
* Quick use for inventory items
|
|
*
|
|
* 65 8/07/97 10:30p Mgummelt
|
|
*
|
|
* 64 8/04/97 8:07p Mgummelt
|
|
*
|
|
* 63 8/04/97 8:03p Mgummelt
|
|
*
|
|
* 62 7/30/97 11:49p Mgummelt
|
|
*
|
|
* 61 7/30/97 10:43p Mgummelt
|
|
*
|
|
* 60 7/29/97 9:51p Mgummelt
|
|
*
|
|
* 59 7/29/97 5:45p Mgummelt
|
|
*
|
|
* 58 7/28/97 7:50p Mgummelt
|
|
*
|
|
* 57 7/28/97 1:51p Mgummelt
|
|
*
|
|
* 56 7/26/97 8:38a Mgummelt
|
|
*
|
|
* 55 7/25/97 6:10p Mgummelt
|
|
*
|
|
* 54 7/24/97 6:14p Rlove
|
|
* Artifacts can no longer be used if the current one is still in use.
|
|
*
|
|
* 53 7/24/97 12:32p Mgummelt
|
|
*
|
|
* 52 7/24/97 3:26a Mgummelt
|
|
*
|
|
* 51 7/21/97 3:03p Rlove
|
|
*
|
|
* 50 7/21/97 11:45a Mgummelt
|
|
*
|
|
* 49 7/19/97 9:57p Mgummelt
|
|
*
|
|
* 48 7/19/97 2:30a Bgokey
|
|
*
|
|
* 47 7/18/97 2:06p Rlove
|
|
*
|
|
* 46 7/17/97 4:12p Mgummelt
|
|
*
|
|
* 45 7/17/97 2:31p Mgummelt
|
|
*
|
|
* 44 7/17/97 2:16p Mgummelt
|
|
*
|
|
* 43 7/17/97 11:44a Mgummelt
|
|
*
|
|
* 42 7/16/97 3:31p Rlove
|
|
*
|
|
* 41 7/09/97 11:13a Rlove
|
|
* Changed damage blast radius does.
|
|
*
|
|
* 40 7/08/97 4:06p Rlove
|
|
*
|
|
* 39 7/08/97 3:32p Rlove
|
|
*
|
|
* 38 7/08/97 3:09p Rlove
|
|
*
|
|
* 37 7/03/97 12:47p Mgummelt
|
|
*
|
|
* 36 6/28/97 6:32p Mgummelt
|
|
*
|
|
* 35 6/27/97 5:37p Mgummelt
|
|
*
|
|
* 34 6/18/97 4:19p Mgummelt
|
|
*
|
|
* 33 6/18/97 2:02p Mgummelt
|
|
*
|
|
* 32 6/16/97 11:48p Bgokey
|
|
*
|
|
* 31 6/16/97 4:01p Rlove
|
|
*
|
|
* 30 6/14/97 2:21p Mgummelt
|
|
*
|
|
* 29 6/03/97 9:00a Rlove
|
|
* Added fx_smoke_generator entity
|
|
*
|
|
* 28 6/02/97 11:44a Rlove
|
|
* Teleport Artifact works
|
|
*
|
|
* 27 6/02/97 9:30a Rlove
|
|
* Added haste blur to player model, changed chase camera - but will
|
|
* change it back once testing is done
|
|
*
|
|
* 26 5/31/97 10:03a Rlove
|
|
* Haste works again.
|
|
*
|
|
* 25 5/12/97 11:06a Rlove
|
|
*
|
|
* 24 5/12/97 10:31a Rlove
|
|
*
|
|
* 23 5/07/97 11:03a Rlove
|
|
*
|
|
* 22 5/05/97 10:29a Mgummelt
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*
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* 21 5/03/97 3:23p Rlove
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*
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* 20 5/03/97 12:59p Rlove
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*
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* 19 4/15/97 10:14a Rlove
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* Changed cleric to crusader
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*
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* 18 4/14/97 3:28p Rlove
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* Changed Tome Time
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*
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* 17 4/13/96 3:30p Mgummelt
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*
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* 16 4/09/96 4:43p Mgummelt
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*
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* 15 4/04/97 5:40p Rlove
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*
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* 14 3/18/97 7:37a Rlove
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* Added tome of power
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*
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* 13 2/13/97 1:23p Rlove
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* Changes to Blast Radius so it will affect missiles.
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*
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* 12 2/12/97 3:59p Rlove
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* Invincibility is done, changed a few things with ring of water
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* breathing and the lava death
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*
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* 11 2/07/97 1:37p Rlove
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* Artifact of Invincibility
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*
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* 10 2/03/97 11:15a Rjohnson
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* Added cube artifact
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|
*
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* 9 1/15/97 12:05p Rlove
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*
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* 8 1/13/97 3:32p Rlove
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* Haste has been added, currently doubles speed but amount can be set in
|
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* entity field 'hasted'
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*
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* 7 12/31/96 8:39a Rlove
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* Glyph of the Ancients is working
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*
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* 6 12/18/96 3:14p Rlove
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* Mana system started
|
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*
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* 5 12/18/96 11:50a Rlove
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* Changes for Health and Super Health use
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*
|
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* 4 12/18/96 8:56a Rlove
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* Inventory screen is operational now
|
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*
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* 3 12/16/96 12:42p Rlove
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* New gauntlets, artifacts, and inventory
|
|
*
|
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* 1 12/13/96 3:46p Rlove
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|
*
|
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* 2 11/12/96 2:39p Rlove
|
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* Updates for the inventory system. Torch, HP boost and Super HP Boost.
|
|
*/
|