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  1. WEAPONS.QC
  2. ----------
  3.  
  4. /*
  5. ==============================================================================
  6.  
  7. BFG
  8.  
  9. ==============================================================================
  10. */
  11.  
  12. //BFG orb sprites
  13. void() bfgshot1 = [0, bfgshot2] {self.nextthink = time + 0.05;};
  14. void() bfgshot2 = [1, bfgshot1] {self.nextthink = time + 0.05;};
  15.  
  16. //BFG explosion on impact sprites
  17. void() bfgexpl1 = [0, bfgexpl2] {self.nextthink = time + 0.05;};
  18. void() bfgexpl2 = [1, bfgexpl3] {self.nextthink = time + 0.05;};
  19. void() bfgexpl3 = [2, bfgexpl4] {self.nextthink = time + 0.05;};
  20. void() bfgexpl4 = [3, bfgexpl5] {self.nextthink = time + 0.05;};
  21. void() bfgexpl5 = [4, SUB_Remove] {self.nextthink = time + 0.05;};
  22.  
  23. //BFG blast after impact sprites
  24. void() bfgblast1 = [0, bfgblast2] {};
  25. void() bfgblast2 = [1, bfgblast3] {};
  26. void() bfgblast3 = [2, bfgblast4] {};
  27. void() bfgblast4 = [3, bfgblast5] {};
  28. void() bfgblast5 = [4, SUB_Remove] {};
  29.  
  30.  
  31. void() bfg_ball_think =
  32. {
  33.  
  34. //continuous lightning bolt targetting nearby ennemies from BFG orb
  35. local vector org;
  36. //local float cells,damage=0;
  37. local entity head;
  38. local float damage;
  39.  
  40. org = self.origin + '0 0 16';
  41.  
  42. head = findradius(self.origin, 250); // finds all entitys within 250 (2.5 meters?)
  43. while (head)
  44. {
  45. if (head.takedamage)
  46. {
  47. if(head != self) // if the entity (head) is you (self), skip
  48. {
  49. WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
  50. WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
  51. WriteEntity (MSG_BROADCAST, head); // Start position for lightning
  52. WriteCoord (MSG_BROADCAST, org_x); // Your position
  53. WriteCoord (MSG_BROADCAST, org_y);
  54. WriteCoord (MSG_BROADCAST, org_z);
  55. WriteCoord (MSG_BROADCAST, head.origin_x); // entity's position
  56. WriteCoord (MSG_BROADCAST, head.origin_y);
  57. WriteCoord (MSG_BROADCAST, head.origin_z);
  58. sound (head, CHAN_WEAPON, "weapons/lhit.wav", 1, ATTN_NORM);
  59. damage = 40; //40 + random()*20
  60. T_Damage (head, self, self.owner, damage);
  61. }
  62. }
  63. //head = head.chain; // cycle to next head (entity)
  64. }
  65.  
  66. };
  67.  
  68. void(vector org) BFG_Blast =
  69. {
  70.  
  71. local entity newent;
  72.  
  73. newent = spawn(); //create new entity to become the blast
  74. newent.origin = org; //set location to the ending of the lightning
  75. newent.movetype = MOVETYPE_NONE;
  76. newent.velocity = '0 0 0';
  77. newent.touch = SUB_Null;
  78. setmodel (self, "progs/bfgblast.spr");
  79. newent.solid = SOLID_NOT;
  80. bfgblast1 ();
  81. self.effects = self.effects | EF_DIMLIGHT;
  82. particle(org, '0 0 0', 246, 255); //pos instead of org
  83. sound (self, CHAN_WEAPON, "weapons/bfgblast.wav", 1, ATTN_NORM);
  84. };
  85.  
  86. void() BFG_Expl =
  87. {
  88.  
  89. local vector org;
  90. local entity head;
  91. local float damage;
  92.  
  93. self.movetype = MOVETYPE_NONE;
  94. self.velocity = '0 0 0';
  95. self.touch = SUB_Null;
  96. setmodel (self, "progs/bfgexpl.spr");
  97. self.solid = SOLID_NOT;
  98. bfgexpl1 ();
  99. WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
  100. WriteByte (MSG_BROADCAST, TE_EXPLOSION2);
  101. WriteCoord (MSG_BROADCAST, self.origin_x);
  102. WriteCoord (MSG_BROADCAST, self.origin_y);
  103. WriteCoord (MSG_BROADCAST, self.origin_z);
  104. WriteByte (MSG_BROADCAST, 246);
  105. WriteByte (MSG_BROADCAST, 10);
  106.  
  107. //the bfg blast fires deadlier lightning bolts to nearby enemies, comes from BFG orb on impact
  108.  
  109. org = self.origin + '0 0 16';
  110.  
  111. head = findradius(self.origin, 300);
  112. while (head)
  113. {
  114. if (head.takedamage)
  115. {
  116. if(head != self) // if the entity (head) is you (self), skip
  117. {
  118. WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
  119. WriteByte (MSG_BROADCAST, TE_LIGHTNING2);
  120. WriteEntity (MSG_BROADCAST, head); // Start position for lightning
  121. WriteCoord (MSG_BROADCAST, org_x); // Your position
  122. WriteCoord (MSG_BROADCAST, org_y);
  123. WriteCoord (MSG_BROADCAST, org_z);
  124. WriteCoord (MSG_BROADCAST, head.origin_x); // entity's position
  125. WriteCoord (MSG_BROADCAST, head.origin_y);
  126. WriteCoord (MSG_BROADCAST, head.origin_z);
  127. damage = 100;
  128. T_Damage (head, self, self.owner, damage);
  129. BFG_Blast(head.origin);
  130. }
  131. }
  132. head = head.chain; // cycle to next head (entity)
  133. }
  134.  
  135. };
  136.  
  137. void() BFG_Touch =
  138. {
  139. local float rand;
  140. if (other == self.owner)
  141. return;
  142.  
  143. if (other.solid == SOLID_TRIGGER)
  144. return; // trigger field, do nothing
  145.  
  146. if (pointcontents(self.origin) == CONTENT_SKY)
  147. {
  148. remove(self);
  149. return;
  150. }
  151.  
  152. // hit something that bleeds
  153. if (other.takedamage)
  154. {
  155. spawn_touchblood (32);
  156. T_Damage (other, self, self.owner, 300); //most monsters would gib on impact, so it will keep going. If the body's still in one piece when dying, the orb should explode as they're solid.
  157. }
  158. else
  159. {
  160. BFG_Expl();
  161. remove(self);
  162. }
  163.  
  164. };
  165.  
  166. void(vector org, vector vec) BFGShot =
  167. {
  168. local vector vec;
  169. local entity bfgsphere;
  170.  
  171. vec = normalize(vec);
  172.  
  173. bfgsphere = spawn();
  174. bfgsphere.owner = self;
  175. bfgsphere.movetype = MOVETYPE_FLY;
  176. bfgsphere.solid = SOLID_BBOX;
  177. bfgsphere.effects = EF_DIMLIGHT;
  178.  
  179. setmodel (bfgsphere, "progs/bfgshot.spr");
  180. setsize (bfgsphere, '0 0 0', '0 0 0');
  181. bfgsphere.think = bfgshot1;
  182.  
  183. setorigin (bfgsphere, org);
  184.  
  185. bfgsphere.velocity = vec * 800; //600
  186. bfgsphere.angles = vectoangles(bfgsphere.velocity);
  187.  
  188. bfgsphere.nextthink = time + 0.1;
  189. bfgsphere.think = bfgshot1;
  190.  
  191. self.nextthink = time + 0.1; //how often lightning strikes, 0.3 original value
  192. self.think = bfg_ball_think; //keep repeating
  193.  
  194. bfgsphere.nextthink = time + 5;
  195. bfgsphere.think = SUB_Remove;
  196.  
  197. bfgsphere.touch = BFG_Touch;
  198. };
  199.  
  200. void() W_Bfg_Fire =
  201. {
  202. local vector org;
  203.  
  204. self.effects = self.effects | EF_MUZZLEFLASH;
  205. makevectors (self.angles);
  206.  
  207. org = self.origin + v_forward * 30 + v_right * 8.5 + '0 0 16';
  208. sound (self, CHAN_WEAPON, "weapons/bfgfire1.wav", 1, ATTN_NORM);
  209.  
  210. BFGShot(org, self.enemy.origin - self.origin);
  211. };
  212.  
  213.  
  214. PLAYER.QC
  215. ---------
  216.  
  217. void() player_bfgprep1 =[$light1, player_bfgprep2 ]
  218. {
  219.  
  220. self.weaponframe = 1;
  221. sound (self, CHAN_WEAPON, "weapons/bfgprep.wav", 1, ATTN_NORM);
  222. self.attack_finished = time + 0.7;
  223. self.weaponframe = self.weaponframe + 1;
  224.  
  225. };
  226.  
  227. void() player_bfgprep2 =[$light1, player_bfgprep3 ]
  228. {
  229. self.weaponframe = self.weaponframe + 1;
  230. };
  231.  
  232. void() player_bfgprep3 =[$light1, player_bfgprep4 ]
  233. {
  234. self.weaponframe = self.weaponframe + 1;
  235. };
  236.  
  237. void() player_bfgprep4 =[$light1, player_bfgprep5 ]
  238. {
  239. self.weaponframe = self.weaponframe + 1;
  240. };
  241.  
  242. void() player_bfgprep5 =[$light1, player_bfgprep6 ]
  243. {
  244. self.weaponframe = self.weaponframe + 1;
  245. };
  246.  
  247. void() player_bfgprep6 =[$light1, player_bfgshot1 ]
  248. {
  249. self.weaponframe = self.weaponframe + 1;
  250. };
  251.  
  252. void() player_bfgshot1 =[$rockatt1, player_bfgshot2 ]
  253. {
  254.  
  255. self.effects = self.effects | EF_MUZZLEFLASH;
  256. self.attack_finished = time + 1.3;
  257. self.weaponframe = self.weaponframe + 1;
  258.  
  259. SuperDamageSound();
  260. W_Bfg_Fire();
  261. self.punchangle_x = -4;
  262.  
  263. //if (self.weaponframe == 21)
  264. //sound (self, CHAN_WEAPON, "weapons/bfgcrank.wav", 1, ATTN_NORM);
  265. };
  266.  
  267. void() player_bfgshot2 =[$rockatt1, player_bfgshot3 ] {self.weaponframe = self.weaponframe + 1;};
  268. void() player_bfgshot3 =[$rockatt2, player_bfgshot4 ] {self.weaponframe = self.weaponframe + 1;};
  269. void() player_bfgshot4 =[$rockatt3, player_bfgshot5 ] {self.weaponframe = self.weaponframe + 1;};
  270. void() player_bfgshot5 =[$rockatt4, player_bfgshot6 ] {self.weaponframe = self.weaponframe + 1;};
  271. void() player_bfgshot6 =[$rockatt5, player_bfgshot7 ] {self.weaponframe = self.weaponframe + 1;};
  272. void() player_bfgshot7 =[$rockatt6, player_bfgshot8 ] {self.weaponframe = self.weaponframe + 1;};
  273. void() player_bfgshot8 =[$light1, player_bfgshot9 ] {self.weaponframe = self.weaponframe + 1;};
  274. void() player_bfgshot9 =[$light1, player_bfgshot10 ] {self.weaponframe = self.weaponframe + 1;};
  275. void() player_bfgshot10 =[$light1, player_bfgcrank1 ] {self.weaponframe = self.weaponframe + 1;};
  276.  
  277. void() player_bfgcrank1 =[$light1, player_bfgcrank2 ] {sound (self, CHAN_WEAPON, "weapons/bfgcrank.wav", 1, ATTN_NORM); self.weaponframe = self.weaponframe + 1;};
  278. void() player_bfgcrank2 =[$light1, player_bfgcrank3 ] {self.weaponframe = self.weaponframe + 1;};
  279. void() player_bfgcrank3 =[$light1, player_run ] {self.weaponframe = self.weaponframe + 1;};
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