quake-rogue/SHIELD.QC

104 lines
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// 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;
};