quake-rogue/BUZZSAW.QC

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1997-05-01 00:00:00 +00:00
// buzzsaw.qc
$skin buzzsaw
$frame buzzsaw
$frame bzzrot01 bzzrot02 bzzrot03 bzzrot04 bzzrot05 bzzrot06
void() buzzsaw_stand1 = [ $buzzsaw, buzzsaw_stand1 ]
{
if ( self.pain_finished < time)
{
sound ( self, CHAN_VOICE, "buzz/buzz1.wav", 0.2, ATTN_NORM);
self.pain_finished = time + 1;
}
self.angles_x = self.angles_x - 60;
self.avelocity_x = 60;
};
void() buzzsaw_fly =
{
local vector dir;
if ( self.pain_finished < time)
{
sound ( self, CHAN_VOICE, "buzz/buzz1.wav", 0.2, ATTN_NORM);
self.pain_finished = time + 1;
}
dir = self.goalentity.origin - self.origin;
dir = normalize (dir);
dir = dir * self.speed;
setorigin (self, self.origin + dir);
self.angles_x = self.angles_x - 60;
self.avelocity_x = 60;
};
/*
void() buzzsaw_fly1 = [ $bzzrot01, buzzsaw_fly2 ] { buzzsaw_fly(); };
void() buzzsaw_fly2 = [ $bzzrot02, buzzsaw_fly3 ] { buzzsaw_fly(); };
void() buzzsaw_fly3 = [ $bzzrot03, buzzsaw_fly4 ] { buzzsaw_fly(); };
void() buzzsaw_fly4 = [ $bzzrot04, buzzsaw_fly5 ] { buzzsaw_fly(); };
void() buzzsaw_fly5 = [ $bzzrot05, buzzsaw_fly6 ] { buzzsaw_fly(); };
void() buzzsaw_fly6 = [ $bzzrot06, buzzsaw_fly1 ] { buzzsaw_fly(); };
*/
void() buzzsaw_fly1 = [ $bzzrot01, buzzsaw_fly1 ] { buzzsaw_fly(); };
void() buzzsaw_touch =
{
local vector sprayDir;
if ( other.classname == "player" || other.flags & FL_MONSTER)
{
if ( self.attack_finished < time )
{
sound (self, CHAN_WEAPON, "buzz/buzz.wav", 1, ATTN_NORM);
self.attack_finished = time + 2;
}
T_Damage (other, self, self, self.currentammo);
sprayDir = normalize(self.goalentity.origin - self.origin);
sprayDir = sprayDir * 200;
SpawnMeatSpray ( self.origin, sprayDir);
other.velocity = sprayDir;
other.velocity_z = 200;
}
};
void() buzzsaw_use =
{
self.touch = buzzsaw_touch;
if (self.target)
{
self.movetarget = find(world, targetname, self.target);
self.goalentity = self.movetarget;
self.th_stand = buzzsaw_fly1;
self.th_walk = buzzsaw_fly1;
self.th_run = buzzsaw_fly1;
self.think = buzzsaw_fly1;
self.nextthink = time + 0.1;
}
else
{
self.nextthink = time + 0.1;
self.think = buzzsaw_stand1;
}
self.use = SUB_Null;
};
/*QUAKED buzzsaw (0 .5 .8) (-18 -18 -18) (18 18 18) Vertical
The buzzsaw trap.
currentammo: amount of damage for each contact. (default 10)
speed: speed that it will follow it's path. (default 10)
Use the angle buttons to point the buzzsaw in the direction it
should face.
Place on a monster path if you want it to move.
If it is targeted, it will wait until triggered to activate.
It will not damage players until activated.
*/
void() buzzsaw =
{
precache_model ("progs/buzzsaw.mdl");
precache_sound ("buzz/buzz.wav");
precache_sound ("buzz/buzz1.wav");
setmodel (self, "progs/buzzsaw.mdl");
self.takedamage = DAMAGE_NO;
self.solid = SOLID_TRIGGER;
self.movetype = MOVETYPE_FLY;
if(self.angles_y == 0 || self.angles_y == 180)
setsize (self, '-18 0 -18', '18 0 18');
else if(self.angles_y == 90 || self.angles_y == 270)
setsize (self, '0 -18 -18', '0 18 18');
else
objerror ("Buzzsaw: Not at 90 degree angle!");
setorigin (self, self.origin);
if (!self.speed)
self.speed = 10;
if (!self.currentammo)
self.currentammo = 10;
self.pain_finished = time + random()*2;
if (!self.targetname)
{
self.think = buzzsaw_use;
self.nextthink = time + 0.2;
}
else
{
self.use = buzzsaw_use;
}
};