mirror of
https://github.com/id-Software/quake-rerelease-qc.git
synced 2026-03-20 17:10:49 +01:00
Initial commit of Update 3 QuakeC
This commit is contained in:
164
quakec_rogue/buzzsaw.qc
Normal file
164
quakec_rogue/buzzsaw.qc
Normal file
@@ -0,0 +1,164 @@
|
||||
/* Copyright (C) 1996-2022 id Software LLC
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation; either version 2 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
|
||||
|
||||
See file, 'COPYING', for details.
|
||||
*/
|
||||
|
||||
// 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;
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user