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

180 lines
3.4 KiB
C++

/*
* $Header: /HexenWorld/HCode/spit.hc 1 2/04/98 1:59p Rjohnson $
*/
/*
==============================================================================
spit
==============================================================================
*/
// For building the model
$cd c:\model\spit // Directory to find model in
$origin 0 0 0
// baseframe is in iceimp.3ds
$base spit
// skin is in iceimp.lbm
$skin spit
// Imp throwing
$frame hyspit1
//============================================================================
void() SpitTouch =
{//FIXME: Add quick palette shift to black, fade back down
local float damg;
if (other == self.owner)
return; // don't explode on owner
if (pointcontents(self.origin) == CONTENT_SKY)
{
remove(self);
return;
}
damg = random(5,8);
if (other.health)
{
T_Damage (other, self, self.owner, damg );
}
// don't do radius damage to the other, because all the damage
// was done in the impact
T_RadiusDamage (self, self.owner, damg, other);
// sound (self, CHAN_WEAPON, "weapons/explode.wav", 1, ATTN_NORM);
self.origin = self.origin - 8*normalize(self.velocity);
/* WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
WriteByte (MSG_BROADCAST, TE_EXPLOSION);
WriteCoord (MSG_BROADCAST, self.origin_x);
WriteCoord (MSG_BROADCAST, self.origin_y);
WriteCoord (MSG_BROADCAST, self.origin_z);*/
remove(self);
// BecomeExplosion ();
};
//============================================================================
void spit_1 (void)
{
self.veer += 10;
Veer(self.veer);
thinktime self : 0.1;
}
//============================================================================
void(vector offset) do_spit =
{
local entity missile;
local vector vec;
self.last_attack=time;
missile = spawn ();
missile.owner = self;
missile.movetype = MOVETYPE_FLYMISSILE;
missile.solid = SOLID_BBOX;
setmodel (missile, "models/spit.mdl");
setsize (missile, '0 0 0', '0 0 0');
// set missile speed
makevectors (self.angles);
setorigin (missile, self.origin + v_factor(offset));
//If enemy is sinking, lead him a little
if (self.enemy.velocity_z < 0)
vec = self.enemy.origin - missile.origin;
else
vec = self.enemy.origin - missile.origin + self.enemy.view_ofs;
vec = normalize(vec);
missile.velocity = vec * (650 - random(30));
missile.angles = vectoangles('0 0 0'-missile.velocity);
missile.touch = SpitTouch;
missile.veer = 5;
missile.think = spit_1;
thinktime missile : 0.1;
};
/*
* $Log: /HexenWorld/HCode/spit.hc $
*
* 1 2/04/98 1:59p Rjohnson
*
* 13 8/15/97 2:00p Bgokey
*
* 12 8/14/97 7:38p Bgokey
*
* 10 8/14/97 12:27a Mgummelt
*
* 9 7/15/97 1:25p Rjohnson
* Updates
*
* 8 6/19/97 3:09p Rjohnson
* Code optimizations
*
* 7 6/18/97 7:37p Mgummelt
*
* 6 6/14/97 2:22p Mgummelt
*
* 5 5/15/97 6:34p Rjohnson
* Code cleanup
*
* 4 5/06/97 1:29p Mgummelt
*
* 3 4/24/97 2:22p Mgummelt
*
* 2 1/09/97 1:47p Rjohnson
* Additional refining
*
* 1 1/02/97 11:19a Rjohnson
* Initial version
*
* 2 12/11/96 11:44a Rjohnson
* Used monster modifiers for the spit damage
*
* 1 12/09/96 11:51a Rjohnson
* Initial Revision
*
*/