// Shield // // =================== // shield_think // =================== void() shield_think = { if ( self.owner.shield_death_time < time) { self.owner.shield_entity = world; remove (self); return; } if ( (self.owner.shield_death_time - 0.25) <= time) { self.model = string_null; } else { setorigin ( self, self.owner.origin ); self.v_angle = self.owner.v_angle; self.angles = self.owner.angles; } self.think = shield_think; self.nextthink = time + 0.05; }; // =================== // shield_spawn // =================== void(entity shieldOwner, vector dir) shield_spawn = { local entity newShield; if ( shieldOwner.shield_death_time > time) { return; } newShield = spawn (); newShield.owner = shieldOwner; newShield.solid = SOLID_NOT; newShield.takedamage = DAMAGE_NO; newShield.movetype = MOVETYPE_NONE; newShield.classname = "power_shield"; // time for shield to live // shieldOwner.shield_death_time = time + 0.5; shieldOwner.shield_death_time = time + 0.3; shieldOwner.shield_entity = newShield; newShield.v_angle = shieldOwner.v_angle; newShield.angles = shieldOwner.angles; setorigin (newShield, shieldOwner.origin); setmodel (newShield, "progs/p_shield.mdl"); setsize (newShield, '0 0 0', '0 0 0'); newShield.nextthink = time + 0.1; newShield.think = shield_think; }; // =================== // shield_hit // =================== float(entity targ, entity inflictor, entity attacker, float damage) shield_hit= { local vector dir; local float save; local float hitAngle; dir = inflictor.origin - targ.origin; save = vectoyaw ( dir ); makevectors (targ.angles); hitAngle = save - vectoyaw ( v_forward ); if(hitAngle > 90 && hitAngle < 270) { return damage; } else if(hitAngle < -90 && hitAngle > -270 ) { return damage; } shield_spawn ( targ, dir); if (targ.shieldSoundTime < time) { sound (targ, CHAN_ITEM, "shield/hit.wav", 1, ATTN_NORM); targ.shieldSoundTime = time + 0.5; } if (inflictor.classname == "lava_spike") save = damage * 0.70; else save = damage * 0.30; return save; };