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https://github.com/id-Software/quake-rerelease-qc.git
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Initial commit of Update 3 QuakeC
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224
quakec_rogue/lava_wpn.qc
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224
quakec_rogue/lava_wpn.qc
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/* Copyright (C) 1996-2022 id Software LLC
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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See file, 'COPYING', for details.
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*/
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// LAVA Weapon Routines
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/*
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===============
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launch_lava_spike
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Used for both the player and the ogre
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===============
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*/
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void(vector org, vector dir) launch_lava_spike =
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{
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newmis = spawn ();
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newmis.owner = self;
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newmis.movetype = MOVETYPE_FLYMISSILE;
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newmis.solid = SOLID_BBOX;
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newmis.angles = vectoangles(dir);
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newmis.touch = lavaspike_touch;
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newmis.classname = "lava_spike";
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newmis.think = SUB_Remove;
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newmis.nextthink = time + 6;
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setmodel (newmis, "progs/lspike.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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setorigin (newmis, org);
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newmis.velocity = dir * 1000;
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};
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void() W_FireSuperLavaSpikes =
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{
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local vector dir;
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local entity old;
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sound (self, CHAN_WEAPON, "weapons/spike2.wav", 1, ATTN_NORM);
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self.attack_finished = time + 0.2;
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self.currentammo = self.ammo_lava_nails = self.ammo_lava_nails - 2;
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UpdateAmmoCounts (self);
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dir = aim (self, 1000);
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launch_lava_spike (self.origin + '0 0 16', dir);
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newmis.touch = superlavaspike_touch;
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// setmodel (newmis, "progs/lspike.mdl");
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setsize (newmis, VEC_ORIGIN, VEC_ORIGIN);
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self.punchangle_x = -2;
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};
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void(float ox) W_FireLavaSpikes =
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{
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local vector dir;
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local entity old;
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makevectors (self.v_angle);
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if (self.ammo_lava_nails >= 2 && self.weapon == IT_LAVA_SUPER_NAILGUN)
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{
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W_FireSuperLavaSpikes ();
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return;
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}
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if (self.ammo_lava_nails < 1)
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{
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sprint (self, "$qc_out_lava_nails");
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self.weapon = W_BestWeapon ();
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W_SetCurrentAmmo ();
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return;
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}
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sound (self, CHAN_WEAPON, "weapons/rocket1i.wav", 1, ATTN_NORM);
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self.attack_finished = time + 0.2;
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self.currentammo = self.ammo_lava_nails = self.ammo_lava_nails - 1;
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UpdateAmmoCounts (self);
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dir = aim (self, 1000);
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launch_lava_spike (self.origin + '0 0 16' + v_right*ox, dir);
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self.punchangle_x = -2;
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};
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// =============== Lava Spike Touch Routines
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void() lavaspike_touch =
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{
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local float rand;
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local float old_armortype;
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local float old_armorvalue;
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local float old_armormask;
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if (other == self.owner)
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return;
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if (other.solid == SOLID_TRIGGER)
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return; // trigger field, do nothing
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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// hit something that bleeds
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if (other.takedamage)
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{
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spawn_touchblood (9);
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if(other.classname == "player")
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{
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old_armortype = other.armortype;
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old_armorvalue = other.armorvalue;
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old_armormask = other.items2 & (IT2_ARMOR1|IT2_ARMOR2|IT2_ARMOR3);
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other.armortype = 0;
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other.armorvalue = 0;
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T_Damage (other, self, self.owner, 9);
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other.armortype = old_armortype;
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other.armorvalue = old_armorvalue;
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other.items2 = other.items2 | old_armormask;
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}
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else // is a monster
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{
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if ( other.classname != "monster_lava_man")
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{
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T_Damage (other, self, self.owner, 15);
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}
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}
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}
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else
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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if (self.classname == "wizspike")
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WriteByte (MSG_BROADCAST, TE_WIZSPIKE);
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else if (self.classname == "knightspike")
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WriteByte (MSG_BROADCAST, TE_KNIGHTSPIKE);
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else
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WriteByte (MSG_BROADCAST, TE_SPIKE);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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}
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remove(self);
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};
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void() superlavaspike_touch =
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{
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local float rand;
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local float old_armortype;
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//local float old_armorvalue;
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if (other == self.owner)
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return;
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if (other.solid == SOLID_TRIGGER)
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return; // trigger field, do nothing
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if (pointcontents(self.origin) == CONTENT_SKY)
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{
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remove(self);
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return;
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}
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// hit something that bleeds
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if (other.takedamage)
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{
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spawn_touchblood (18);
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// halve the effectiveness of the armor for players..
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if(other.classname == "player")
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{
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// save the old armor values...
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old_armortype = other.armortype;
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// old_armorvalue = other.armorvalue;
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other.armortype = other.armortype * 0.5;
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// other.armorvalue = 0;
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T_Damage (other, self, self.owner, 18);
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// if the damage didn't wipe out the armor, armortype
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if(other.armortype != 0)
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{
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other.armortype = old_armortype;
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// other.armorvalue = old_armorvalue;
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}
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}
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else // is a monster, do 50% more damage
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{
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if ( other.classname != "monster_lava_man")
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{
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T_Damage (other, self, self.owner, 30);
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}
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}
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}
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else
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{
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WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
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WriteByte (MSG_BROADCAST, TE_SUPERSPIKE);
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WriteCoord (MSG_BROADCAST, self.origin_x);
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WriteCoord (MSG_BROADCAST, self.origin_y);
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WriteCoord (MSG_BROADCAST, self.origin_z);
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}
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remove(self);
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};
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