-float generator_precached;
-.float count;
+#include "generator.qh"
-vector randompos(vector m1, vector m2)
-{
- vector v;
- m2 = m2 - m1;
- v_x = m2_x * random() + m1_x;
- v_y = m2_y * random() + m1_y;
- v_z = m2_z * random() + m1_z;
- return v;
-}
-
-void generator_precache()
-{
- if(generator_precached)
- return; // already precached
-
- precache_model("models/onslaught/generator.md3");
- precache_model("models/onslaught/generator_dead.md3");
- precache_model("models/onslaught/generator_dmg1.md3");
- precache_model("models/onslaught/generator_dmg2.md3");
- precache_model("models/onslaught/generator_dmg3.md3");
- precache_model("models/onslaught/generator_dmg4.md3");
- precache_model("models/onslaught/generator_dmg5.md3");
- precache_model("models/onslaught/generator_dmg6.md3");
- precache_model("models/onslaught/generator_dmg7.md3");
- precache_model("models/onslaught/generator_dmg8.md3");
- precache_model("models/onslaught/generator_dmg9.md3");
- precache_model("models/onslaught/generator_dead.md3");
-
- precache_model("models/onslaught/ons_ray.md3");
- precache_sound("onslaught/shockwave.wav");
- precache_sound("weapons/grenade_impact.wav");
- precache_sound("weapons/rocket_impact.wav");
-
- precache_model("models/onslaught/gen_gib1.md3");
- precache_model("models/onslaught/gen_gib2.md3");
- precache_model("models/onslaught/gen_gib3.md3");
-
- generator_precached = TRUE;
-}
-
-void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
-{
- self.velocity = self.velocity + vforce;
-}
-
-.float giblifetime;
-
-void gib_draw_noburn()
-{
- if(time >= self.giblifetime)
- remove(self);
-}
+.int count;
+.float max_health;
-void gib_draw()
+void ons_generator_ray_draw(entity this)
{
- if(time >= self.move_time)
+ if(time < self.move_time)
return;
self.move_time = time + 0.05;
- if(time > self.giblifetime)
- {
- remove(self);
- return;
- }
-
- self.alpha -= 0.05;
-
- if(self.alpha < 0.1)
- {
- remove(self);
- return;
- }
-
- if(random()<0.6)
- pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
-}
-
-void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
-{
- entity gib;
-
- gib = spawn();
-
- setmodel(gib, smodel);
- setorigin(gib, v_from);
- gib.solid = SOLID_CORPSE;
- gib.move_movetype = MOVETYPE_BOUNCE;
- gib.movetype = MOVETYPE_BOUNCE;
- gib.health = 255;
- gib.move_velocity = v_to;
- gib.move_origin = v_from;
- gib.velocity = v_to;
- gib.alpha = 1;
- gib.move_time = time;
- gib.drawmask = MASK_NORMAL;
- gib.giblifetime = time + f_lifetime;
-
- if(b_burn)
- gib.draw = gib_draw;
- else
- gib.draw = gib_draw_noburn;
-}
-
-void onslaught_generator_ray_think()
-{
- self.nextthink = time + 0.05;
if(self.count > 10)
{
- self.think = SUB_Remove;
+ remove(self);
return;
}
self.count +=1;
}
-void onslaught_generator_ray_spawn(vector org)
+void ons_generator_ray_spawn(vector org)
{
entity e;
e = spawn();
- setmodel(e, "models/onslaught/ons_ray.md3");
+ e.classname = "ons_ray";
+ setmodel(e, MDL_ONS_RAY);
setorigin(e, org);
e.angles = randomvec() * 360;
+ e.move_origin = org;
+ e.movetype = MOVETYPE_NONE;
e.alpha = 0;
e.scale = random() * 5 + 8;
- e.think = onslaught_generator_ray_think;
- e.nextthink = time + 0.05;
+ e.move_time = time + 0.05;
+ e.drawmask = MASK_NORMAL;
+ e.draw = ons_generator_ray_draw;
}
-void generator_draw()
+void generator_draw(entity this)
{
- if(self.health > 0)
+ if(time < self.move_time)
return;
- if(time < self.move_time)
+ if(self.health > 0)
+ {
+ // damaged fx (less probable the more damaged is the generator)
+ if(random() < 0.9 - self.health / self.max_health)
+ if(random() < 0.01)
+ {
+ pointparticles(particleeffectnum(EFFECT_ELECTRO_BALLEXPLODE), self.origin + randompos('-50 -50 -20', '50 50 50'), '0 0 0', 1);
+ sound(self, CH_TRIGGER, SND_ONS_ELECTRICITY_EXPLODE, VOL_BASE, ATTEN_NORM);
+ }
+ else
+ pointparticles(particleeffectnum(EFFECT_ONS_GENERATOR_DAMAGED), self.origin + randompos('-60 -60 -20', '60 60 60'), '0 0 0', 1);
+
+ self.move_time = time + 0.1;
+
return;
+ }
+
if(self.count <= 0)
return;
vector org;
- float i;
+ int i;
// White shockwave
if(self.count==40||self.count==20)
{
- sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTEN_NORM);
- pointparticles(particleeffectnum("electro_combo"), self.origin, '0 0 0', 6);
+ sound(self, CH_TRIGGER, SND_ONS_SHOCKWAVE, VOL_BASE, ATTEN_NORM);
+ pointparticles(particleeffectnum(EFFECT_ELECTRO_COMBO), self.origin, '0 0 0', 6);
}
- // Throw some gibs
- if(random() < 0.3)
+ // rays
+ if(random() > 0.25)
{
- i = random();
- if(i < 0.3)
- ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
- else if(i > 0.7)
- ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
- else
- ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
+ ons_generator_ray_spawn(self.origin);
}
// Spawn fire balls
for(i=0;i < 10;++i)
{
org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
- pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
+ pointparticles(particleeffectnum(EFFECT_ONS_GENERATOR_GIB), org, '0 0 0', 1);
}
// Short explosion sound + small explosion
if(random() < 0.25)
{
te_explosion(self.origin);
- sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTEN_NORM);
+ sound(self, CH_TRIGGER, SND_GRENADE_IMPACT, VOL_BASE, ATTEN_NORM);
}
// Particles
org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
- pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
-
- // rays
- if(random() > 0.25 )
- {
- onslaught_generator_ray_spawn(self.origin);
- }
+ pointparticles(particleeffectnum(EFFECT_ONS_GENERATOR_EXPLODE), org, '0 0 0', 1);
// Final explosion
if(self.count==1)
{
org = self.origin;
te_explosion(org);
- pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
- sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTEN_NORM);
+ pointparticles(particleeffectnum(EFFECT_ONS_GENERATOR_EXPLODE2), org, '0 0 0', 1);
+ sound(self, CH_TRIGGER, SND_ROCKET_IMPACT, VOL_BASE, ATTEN_NORM);
}
self.move_time = time + 0.05;
self.count -= 1;
}
-.float max_health;
void generator_damage(float hp)
-{
+{SELFPARAM();
if(hp <= 0)
- setmodel(self, "models/onslaught/generator_dead.md3");
+ setmodel(self, MDL_ONS_GEN_DEAD);
else if(hp < self.max_health * 0.10)
- setmodel(self, "models/onslaught/generator_dmg9.md3");
+ setmodel(self, MDL_ONS_GEN9);
else if(hp < self.max_health * 0.20)
- setmodel(self, "models/onslaught/generator_dmg8.md3");
+ setmodel(self, MDL_ONS_GEN8);
else if(hp < self.max_health * 0.30)
- setmodel(self, "models/onslaught/generator_dmg7.md3");
+ setmodel(self, MDL_ONS_GEN7);
else if(hp < self.max_health * 0.40)
- setmodel(self, "models/onslaught/generator_dmg6.md3");
+ setmodel(self, MDL_ONS_GEN6);
else if(hp < self.max_health * 0.50)
- setmodel(self, "models/onslaught/generator_dmg5.md3");
+ setmodel(self, MDL_ONS_GEN5);
else if(hp < self.max_health * 0.60)
- setmodel(self, "models/onslaught/generator_dmg4.md3");
+ setmodel(self, MDL_ONS_GEN4);
else if(hp < self.max_health * 0.70)
- setmodel(self, "models/onslaught/generator_dmg3.md3");
+ setmodel(self, MDL_ONS_GEN3);
else if(hp < self.max_health * 0.80)
- setmodel(self, "models/onslaught/generator_dmg2.md3");
+ setmodel(self, MDL_ONS_GEN2);
else if(hp < self.max_health * 0.90)
- setmodel(self, "models/onslaught/generator_dmg1.md3");
+ setmodel(self, MDL_ONS_GEN1);
else if(hp <= self.max_health || hp >= self.max_health)
- setmodel(self, "models/onslaught/generator.md3");
+ setmodel(self, MDL_ONS_GEN);
setsize(self, GENERATOR_MIN, GENERATOR_MAX);
}
void generator_construct()
-{
+{SELFPARAM();
self.netname = "Generator";
+ self.classname = "onslaught_generator";
setorigin(self, self.origin);
- setmodel(self, "models/onslaught/generator.md3");
+ setmodel(self, MDL_ONS_GEN);
setsize(self, GENERATOR_MIN, GENERATOR_MAX);
self.move_movetype = MOVETYPE_NOCLIP;
.vector glowmod;
void generator_changeteam()
-{
+{SELFPARAM();
if(self.team)
{
self.glowmod = Team_ColorRGB(self.team - 1);
}
void ent_generator()
-{
- float sf;
- sf = ReadByte();
+{SELFPARAM();
+ int sf = ReadByte();
if(sf & GSF_SETUP)
{
self.count = 40;
generator_changeteam();
- generator_precache();
generator_construct();
}
if(sf & GSF_STATUS)
{
- float _tmp;
+ int _tmp;
_tmp = ReadByte();
if(_tmp != self.team)
{