2 float generator_precached;
5 vector randompos(vector m1, vector m2)
9 v_x = m2_x * random() + m1_x;
10 v_y = m2_y * random() + m1_y;
11 v_z = m2_z * random() + m1_z;
15 void generator_precache()
17 if(generator_precached)
18 return; // already precached
20 precache_model("models/onslaught/generator.md3");
21 precache_model("models/onslaught/generator_dead.md3");
22 precache_model("models/onslaught/generator_dmg1.md3");
23 precache_model("models/onslaught/generator_dmg2.md3");
24 precache_model("models/onslaught/generator_dmg3.md3");
25 precache_model("models/onslaught/generator_dmg4.md3");
26 precache_model("models/onslaught/generator_dmg5.md3");
27 precache_model("models/onslaught/generator_dmg6.md3");
28 precache_model("models/onslaught/generator_dmg7.md3");
29 precache_model("models/onslaught/generator_dmg8.md3");
30 precache_model("models/onslaught/generator_dmg9.md3");
31 precache_model("models/onslaught/generator_dead.md3");
33 precache_model("models/onslaught/ons_ray.md3");
34 precache_sound("onslaught/shockwave.wav");
35 precache_sound("weapons/grenade_impact.wav");
36 precache_sound("weapons/rocket_impact.wav");
38 generator_precached = TRUE;
41 void ons_gib_damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector vforce)
43 self.velocity = self.velocity + vforce;
47 void ons_throwgib_think()
51 self.nextthink = time + 0.05;
53 d = self.giblifetime - time;
57 self.think = SUB_Remove;
65 pointparticles(particleeffectnum("onslaught_generator_gib_flame"), self.origin, '0 0 0', 1);
68 void ons_throwgib(vector v_from, vector v_to, string smodel, float f_lifetime, float b_burn)
74 setmodel(gib, smodel);
75 setorigin(gib, v_from);
76 gib.solid = SOLID_CORPSE;
77 gib.movetype = MOVETYPE_BOUNCE;
80 gib.giblifetime = time + f_lifetime;
84 gib.think = ons_throwgib_think;
85 gib.nextthink = time + 0.05;
89 gib.think = SUB_Remove;
90 gib.nextthink = time + gib.giblifetime;
94 void onslaught_generator_ray_think()
96 self.nextthink = time + 0.05;
99 self.think = SUB_Remove;
112 void onslaught_generator_ray_spawn(vector org)
116 setmodel(e, "models/onslaught/ons_ray.md3");
118 e.angles = randomvec() * 360;
120 e.scale = random() * 5 + 8;
121 e.think = onslaught_generator_ray_think;
122 e.nextthink = time + 0.05;
125 void generator_draw()
130 if(time < self.move_time)
139 if(self.count==40||self.count==20)
140 sound(self, CH_TRIGGER, "onslaught/shockwave.wav", VOL_BASE, ATTN_NORM);
147 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 11 + '0 0 20', "models/onslaught/gen_gib1.md3", 6, TRUE);
149 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 12 + '0 0 20', "models/onslaught/gen_gib2.md3", 6, TRUE);
151 ons_throwgib(self.origin + '0 0 40', (100 * randomvec() - '1 1 1') * 13 + '0 0 20', "models/onslaught/gen_gib3.md3", 6, TRUE);
157 org = self.origin + randompos('-30 -30 -30' * i + '0 0 -20', '30 30 30' * i + '0 0 20');
158 pointparticles(particleeffectnum("onslaught_generator_gib_explode"), org, '0 0 0', 1);
161 // Short explosion sound + small explosion
164 te_explosion(self.origin);
165 sound(self, CH_TRIGGER, "weapons/grenade_impact.wav", VOL_BASE, ATTN_NORM);
169 org = self.origin + randompos(self.mins + '8 8 8', self.maxs + '-8 -8 -8');
170 pointparticles(particleeffectnum("onslaught_generator_smallexplosion"), org, '0 0 0', 1);
175 onslaught_generator_ray_spawn(self.origin);
183 pointparticles(particleeffectnum("onslaught_generator_finalexplosion"), org, '0 0 0', 1);
184 sound(self, CH_TRIGGER, "weapons/rocket_impact.wav", VOL_BASE, ATTN_NORM);
187 self.move_time = time + 0.05;
193 void generator_damage(float hp)
196 setmodel(self, "models/onslaught/generator_dead.md3");
197 else if(hp < self.max_health * 0.10)
198 setmodel(self, "models/onslaught/generator_dmg9.md3");
199 else if(hp < self.max_health * 0.20)
200 setmodel(self, "models/onslaught/generator_dmg8.md3");
201 else if(hp < self.max_health * 0.30)
202 setmodel(self, "models/onslaught/generator_dmg7.md3");
203 else if(hp < self.max_health * 0.40)
204 setmodel(self, "models/onslaught/generator_dmg6.md3");
205 else if(hp < self.max_health * 0.50)
206 setmodel(self, "models/onslaught/generator_dmg5.md3");
207 else if(hp < self.max_health * 0.60)
208 setmodel(self, "models/onslaught/generator_dmg4.md3");
209 else if(hp < self.max_health * 0.70)
210 setmodel(self, "models/onslaught/generator_dmg3.md3");
211 else if(hp < self.max_health * 0.80)
212 setmodel(self, "models/onslaught/generator_dmg2.md3");
213 else if(hp < self.max_health * 0.90)
214 setmodel(self, "models/onslaught/generator_dmg1.md3");
215 else if(hp <= self.max_health || hp >= self.max_health)
216 setmodel(self, "models/onslaught/generator.md3");
218 setsize(self, GENERATOR_MIN, GENERATOR_MAX);
221 void generator_construct()
223 self.netname = "Generator";
225 setorigin(self, self.origin);
226 setmodel(self, "models/onslaught/generator.md3");
227 setsize(self, GENERATOR_MIN, GENERATOR_MAX);
229 self.move_movetype = MOVETYPE_NOCLIP;
230 self.solid = SOLID_BBOX;
231 self.movetype = MOVETYPE_NOCLIP;
232 self.move_origin = self.origin;
233 self.move_time = time;
234 self.drawmask = MASK_NORMAL;
236 self.draw = generator_draw;
240 void generator_changeteam()
242 self.glowmod = Team_ColorRGB(self.team - 1);
243 self.teamradar_color = Team_ColorRGB(self.team - 1);
246 self.colormap = 1024 + (self.team - 1) * 17;
256 self.origin_x = ReadCoord();
257 self.origin_y = ReadCoord();
258 self.origin_z = ReadCoord();
259 setorigin(self, self.origin);
261 self.health = ReadByte();
262 self.max_health = ReadByte();
263 self.count = ReadByte();
268 generator_precache();
269 generator_construct();
270 self.colormap = 1024;
271 self.glowmod = '1 1 0';
278 if(_tmp != self.team)
281 generator_changeteam();
286 if(_tmp != self.health)
287 generator_damage(_tmp);
295 float generator_send(entity to, float sf)
297 WriteByte(MSG_ENTITY, ENT_CLIENT_GENERATOR);
298 WriteByte(MSG_ENTITY, sf);
301 WriteCoord(MSG_ENTITY, self.origin_x);
302 WriteCoord(MSG_ENTITY, self.origin_y);
303 WriteCoord(MSG_ENTITY, self.origin_z);
305 WriteByte(MSG_ENTITY, self.health);
306 WriteByte(MSG_ENTITY, self.max_health);
307 WriteByte(MSG_ENTITY, self.count);
312 WriteByte(MSG_ENTITY, self.team);
315 WriteByte(MSG_ENTITY, 0);
317 WriteByte(MSG_ENTITY, ceil((self.health / self.max_health) * 255));
323 void generator_link(void() spawnproc)
325 Net_LinkEntity(self, TRUE, 0, generator_send);
326 self.think = spawnproc;
327 self.nextthink = time;