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- /* 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;
- }
- };
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