Example #1
0
 public override bool Think(edict_t self)
 {
     float[] aim = new float[] { 0, 0, 0 };
     Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0);
     GameWeapon.Fire_hit(self, aim, 5, 0);
     return(true);
 }
Example #2
0
 public override bool Think(edict_t self)
 {
     float[] aim = new float[] { 0, 0, 0 };
     Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], -4);
     GameWeapon.Fire_hit(self, aim, (5 + (Lib.Rand() % 6)), 400);
     return(true);
 }
Example #3
0
 public override bool Think(edict_t self)
 {
     float[] aim = new float[] { 0, 0, 0 };
     Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.maxs[0], 0);
     GameWeapon.Fire_hit(self, aim, 5, 0);
     GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_slash, 1, Defines.ATTN_NORM, 0);
     return(true);
 }
Example #4
0
 public override bool Think(edict_t self)
 {
     float[] aim = new float[] { 0, 0, 0 };
     Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 0);
     if (GameWeapon.Fire_hit(self, aim, (5 + (Lib.Rand() % 5)), 50))
     {
         GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_punch_hit, 1, Defines.ATTN_NORM, 0);
     }
     return(true);
 }
Example #5
0
 public override bool Think(edict_t self)
 {
     float[] aim = new float[] { 0, 0, 0 };
     Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, 0, 8);
     if (GameWeapon.Fire_hit(self, aim, (10 + (Lib.Rand() % 5)), -600) && GameBase.skill.value > 0)
     {
         self.spawnflags |= 65536;
     }
     GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_tentacles_retract, 1, Defines.ATTN_NORM, 0);
     return(true);
 }
Example #6
0
 public override bool Think(edict_t self)
 {
     float[] aim = new float[] { 0, 0, 0 };
     Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.mins[0], -4);
     if (GameWeapon.Fire_hit(self, aim, (20 + (Lib.Rand() % 5)), 300))
     {
         GameBase.gi.Sound(self, Defines.CHAN_AUTO, sound_cleaver_hit, 1, Defines.ATTN_NORM, 0);
     }
     else
     {
         GameBase.gi.Sound(self, Defines.CHAN_AUTO, sound_cleaver_miss, 1, Defines.ATTN_NORM, 0);
     }
     return(true);
 }
Example #7
0
 public override bool Think(edict_t self)
 {
     float[] aim = new float[] { 0, 0, 0 };
     Math3D.VectorSet(aim, Defines.MELEE_DISTANCE, self.maxs[0], 8);
     if (GameWeapon.Fire_hit(self, aim, (10 + (Lib.Rand() % 5)), 100))
     {
         GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_hit2, 1, Defines.ATTN_NORM, 0);
     }
     else
     {
         GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_swing, 1, Defines.ATTN_NORM, 0);
     }
     return(true);
 }
Example #8
0
 public override bool Think(edict_t self)
 {
     GameBase.gi.Sound(self, Defines.CHAN_WEAPON, sound_attack3, 1, Defines.ATTN_NORM, 0);
     GameWeapon.Fire_hit(self, aim, 5 + Lib.Rand() % 6, -50);
     return(true);
 }
Example #9
0
 public override bool Think(edict_t self)
 {
     float[] aim = new[] { Defines.MELEE_DISTANCE, 0F, -24F };
     GameWeapon.Fire_hit(self, aim, (15 + (Lib.Rand() % 6)), 400);
     return(true);
 }