Ripper implemented.
This commit is contained in:
parent
bef29efba3
commit
1332f7a243
9 changed files with 483 additions and 5 deletions
10
decaldef.txt
10
decaldef.txt
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@ -170,3 +170,13 @@ decalgroup Pock
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Pock2 1
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Pock3 1
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}
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decal RazorBlast
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{
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pic ripblast
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shade "00 00 00"
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randomflipx
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randomflipy
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x-scale 0.45
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y-scale 0.45
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}
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@ -362,10 +362,6 @@ Brightmap Texture "models/RazSkin.png"
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{
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Map "brightmaps/RazSkin.png"
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}
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Brightmap Texture "models/RazTrail.png"
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{
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Map "brightmaps/fullbright.png"
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}
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Brightmap Texture "models/JImpactHammer4.png"
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{
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Map "brightmaps/JImpactHammer4.png"
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135
modeldef.ripper
135
modeldef.ripper
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@ -33,3 +33,138 @@ Model "Ripper2"
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FrameIndex RZRP B 1 0
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}
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Model "Razor2"
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{
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Path "models"
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Model 0 "RazorBlade_d.3d"
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SurfaceSkin 0 0 "RazSkin.png"
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Offset -9.5 0 0
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Scale 0.216 0.18 0.18
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PitchOffset 90
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AngleOffset 180
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USEACTORPITCH
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USEACTORROLL
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FrameIndex RAZB A 0 0
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}
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Model "Razor2Trail"
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{
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Path "models"
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Model 0 "RazorBlade_d.3d"
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SurfaceSkin 0 1 "RazTrail.png"
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Offset -19 0 0
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Scale 0.432 0.18 0.18
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PitchOffset 90
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AngleOffset 180
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USEACTORPITCH
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USEACTORROLL
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DONTCULLBACKFACES
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FrameIndex RAZB A 0 0
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}
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Model "Razor2Alt"
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{
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Path "models"
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Model 0 "RazorBlade_d.3d"
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SurfaceSkin 0 0 "RazSkin.png"
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Offset -9.5 0 0
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Scale 0.216 0.18 0.18
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PitchOffset 90
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AngleOffset 180
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USEACTORPITCH
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USEACTORROLL
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FrameIndex RAZB A 0 0
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}
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Model "Ripper2"
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{
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Path "models"
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Model 0 "Razor2_d.3d"
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SurfaceSkin 0 0 "RazSkin.png"
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SurfaceSkin 0 1 "JRazor2.png"
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SurfaceSkin 0 2 "JRazor4.png"
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SurfaceSkin 0 3 "JRazor5.png"
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SurfaceSkin 0 4 "JRazor3.png"
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Scale 0.16 0.08 0.16
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Offset 7.4 -10.8 -8.9
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PitchOffset 90
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// Select
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FrameIndex RZRS A 0 0
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FrameIndex RZRS B 0 1
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FrameIndex RZRS C 0 2
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FrameIndex RZRS D 0 3
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FrameIndex RZRS E 0 4
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FrameIndex RZRS F 0 5
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FrameIndex RZRS G 0 6
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FrameIndex RZRS H 0 7
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FrameIndex RZRS I 0 8
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FrameIndex RZRS J 0 9
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FrameIndex RZRS K 0 10
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FrameIndex RZRS L 0 11
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FrameIndex RZRS M 0 12
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FrameIndex RZRS N 0 13
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FrameIndex RZRS O 0 14
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FrameIndex RZRS P 0 15
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FrameIndex RZRS Q 0 16
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FrameIndex RZRS R 0 17
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FrameIndex RZRS S 0 18
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FrameIndex RZRS T 0 19
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FrameIndex RZRS U 0 20
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FrameIndex RZRS V 0 21
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FrameIndex RZRS W 0 22
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FrameIndex RZRS X 0 23
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FrameIndex RZRS Y 0 24
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FrameIndex RZRS Z 0 25
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FrameIndex RZS2 A 0 26
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FrameIndex RZS2 B 0 27
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FrameIndex RZS2 C 0 28
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FrameIndex RZS2 D 0 29
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// Fire
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FrameIndex RZRF A 0 32
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FrameIndex RZRF B 0 33
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FrameIndex RZRF C 0 34
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FrameIndex RZRF D 0 35
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FrameIndex RZRF E 0 36
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FrameIndex RZRF F 0 37
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FrameIndex RZRF G 0 38
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FrameIndex RZRF H 0 39
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FrameIndex RZRF I 0 40
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FrameIndex RZRF J 0 41
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FrameIndex RZRF K 0 42
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FrameIndex RZRF L 0 43
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FrameIndex RZRF M 0 44
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FrameIndex RZRF N 0 45
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FrameIndex RZRF O 0 46
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// Idle
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FrameIndex RZRI A 0 47
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FrameIndex RZRI B 0 48
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FrameIndex RZRI C 0 49
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FrameIndex RZRI D 0 50
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FrameIndex RZRI E 0 51
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FrameIndex RZRI F 0 52
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FrameIndex RZRI G 0 53
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FrameIndex RZRI H 0 54
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FrameIndex RZRI I 0 55
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FrameIndex RZRI J 0 56
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FrameIndex RZRI K 0 57
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FrameIndex RZRI L 0 58
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FrameIndex RZRI M 0 59
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FrameIndex RZRI N 0 60
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FrameIndex RZRI O 0 61
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FrameIndex RZRI P 0 62
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FrameIndex RZRI Q 0 63
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FrameIndex RZRI R 0 64
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FrameIndex RZRI S 0 65
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// Down
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FrameIndex RZRD A 0 67
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FrameIndex RZRD B 0 68
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FrameIndex RZRD C 0 69
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FrameIndex RZRD D 0 70
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FrameIndex RZRD E 0 71
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FrameIndex RZRD F 0 72
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}
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@ -42,6 +42,7 @@ In progress:
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- Minigun (slot 7)
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- Rocket Launcher (slot 9)
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- Sniper Rifle (slot 0)
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- Jump Boots (radsuit, has "iron boots" powerup effect to compensate, will full replace Shielding Suit when implemented)
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Things to do eventually:
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@ -176,6 +176,14 @@ pulse/fly pulsefly
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pulse/select pulsepck
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pulse/reload pulserel
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ripper/select beam
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ripper/fire stblade
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ripper/altfire razoralt
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ripper/hum razorhum
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ripper/hit bladehit
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ripper/flesh bladethk
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ripper/althit expl03
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flak/select pdown
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flak/load hidraul2
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flak/reload load1
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Binary file not shown.
BIN
sounds/StBlade.wav
Normal file
BIN
sounds/StBlade.wav
Normal file
Binary file not shown.
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@ -1,3 +1,74 @@
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Sprite "BHOPA0",1,1{}
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Sprite "RZRPA0",1,1{}
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Sprite "RZRPB0",1,1{}
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Sprite "RZRSA0",1,1{}
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Sprite "RZRSB0",1,1{}
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Sprite "RZRSC0",1,1{}
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Sprite "RZRSD0",1,1{}
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Sprite "RZRSE0",1,1{}
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Sprite "RZRSF0",1,1{}
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Sprite "RZRSG0",1,1{}
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Sprite "RZRSH0",1,1{}
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Sprite "RZRSI0",1,1{}
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Sprite "RZRSJ0",1,1{}
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Sprite "RZRSK0",1,1{}
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Sprite "RZRSL0",1,1{}
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Sprite "RZRSM0",1,1{}
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Sprite "RZRSN0",1,1{}
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Sprite "RZRSO0",1,1{}
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Sprite "RZRSP0",1,1{}
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Sprite "RZRSQ0",1,1{}
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Sprite "RZRSR0",1,1{}
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Sprite "RZRSS0",1,1{}
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Sprite "RZRST0",1,1{}
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Sprite "RZRSU0",1,1{}
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Sprite "RZRSV0",1,1{}
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Sprite "RZRSW0",1,1{}
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Sprite "RZRSX0",1,1{}
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Sprite "RZRSY0",1,1{}
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Sprite "RZRSZ0",1,1{}
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Sprite "RZS2A0",1,1{}
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Sprite "RZS2B0",1,1{}
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Sprite "RZS2C0",1,1{}
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Sprite "RZS2D0",1,1{}
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Sprite "RZRFA0",1,1{}
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Sprite "RZRFB0",1,1{}
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Sprite "RZRFC0",1,1{}
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Sprite "RZRFD0",1,1{}
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Sprite "RZRFE0",1,1{}
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Sprite "RZRFF0",1,1{}
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Sprite "RZRFG0",1,1{}
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Sprite "RZRFH0",1,1{}
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Sprite "RZRFI0",1,1{}
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Sprite "RZRFJ0",1,1{}
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Sprite "RZRFK0",1,1{}
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Sprite "RZRFL0",1,1{}
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Sprite "RZRFM0",1,1{}
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Sprite "RZRFN0",1,1{}
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Sprite "RZRFO0",1,1{}
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Sprite "RZRIA0",1,1{}
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Sprite "RZRIB0",1,1{}
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Sprite "RZRIC0",1,1{}
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Sprite "RZRID0",1,1{}
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Sprite "RZRIE0",1,1{}
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Sprite "RZRIF0",1,1{}
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Sprite "RZRIG0",1,1{}
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Sprite "RZRIH0",1,1{}
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Sprite "RZRII0",1,1{}
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Sprite "RZRIJ0",1,1{}
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Sprite "RZRIK0",1,1{}
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Sprite "RZRIL0",1,1{}
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Sprite "RZRIM0",1,1{}
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Sprite "RZRIN0",1,1{}
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Sprite "RZRIO0",1,1{}
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Sprite "RZRIP0",1,1{}
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Sprite "RZRIQ0",1,1{}
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Sprite "RZRIR0",1,1{}
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Sprite "RZRIS0",1,1{}
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Sprite "RZRDA0",1,1{}
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Sprite "RZRDB0",1,1{}
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Sprite "RZRDC0",1,1{}
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Sprite "RZRDD0",1,1{}
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Sprite "RZRDE0",1,1{}
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Sprite "RZRDF0",1,1{}
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Sprite "RAZBA0",1,1{}
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@ -18,13 +18,220 @@ Class RipperAmmo : Ammo
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}
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}
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Class Razor2Trail : Actor
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{
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Default
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{
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RenderStyle "Add";
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+NOTELEPORT;
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}
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override void Tick()
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{
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if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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A_SetAngle(target.angle,SPF_INTERPOLATE);
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A_SetPitch(target.pitch,SPF_INTERPOLATE);
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A_SetRoll(target.roll,SPF_INTERPOLATE);
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alpha = target.vel.length()/target.speed;
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}
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States
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{
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Spawn:
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RAZB A -1 Bright;
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Stop;
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}
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}
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Class Razor2 : Actor
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{
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Default
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{
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Radius 2;
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Height 0;
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Speed 50;
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DamageFunction Random[Ripper](20,30);
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DamageType "Ripper";
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Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
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BounceType "Doom";
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BounceCount 7;
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BounceFactor 1.0;
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WallBounceFactor 1.0;
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PROJECTILE;
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+USEBOUNCESTATE;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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let t = Spawn("Razor2Trail",pos);
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t.target = self;
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A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0);
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetPitch(asin(-dir.z));
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}
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override int DoSpecialDamage( Actor target, int damage, Name damagetype )
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{
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if ( pos.z > target.pos.z+target.height*0.8 ) damage *= 3;
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if ( !target.bNOBLOOD )
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{
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target.SpawnBlood(pos,AngleTo(target),damage);
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A_PlaySound("ripper/flesh");
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A_AlertMonsters();
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}
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return damage;
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}
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action void A_RazorHit()
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{
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A_PlaySound("ripper/hit");
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A_AlertMonsters();
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A_SprayDecal("WallCrack",-20);
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int numpt = Random[Ripper](5,10);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
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}
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numpt = Random[Ripper](4,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Ripper](4,8);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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}
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}
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States
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{
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Spawn:
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RAZB A -1;
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Stop;
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Bounce:
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RAZB A 0
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{
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Vector3 dir = vel.unit();
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A_SetAngle(atan2(dir.y,dir.x));
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A_SetPitch(asin(-dir.z));
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A_RazorHit();
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}
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Goto Spawn;
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Death:
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TNT1 A 0
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{
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angle += 180;
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pitch *= -1;
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A_RazorHit();
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}
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XDeath:
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TNT1 A 1 A_StopSound(CHAN_VOICE);
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Stop;
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}
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}
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Class Razor2AltLight : DynamicLight
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{
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double lifetime;
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Default
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{
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DynamicLight.Type "Point";
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Args 255,240,224,90;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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lifetime = 1.0;
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}
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override void Tick()
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{
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Super.Tick();
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if ( globalfreeze || level.frozen ) return;
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args[LIGHT_RED] = 255*lifetime;
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args[LIGHT_GREEN] = 240*lifetime;
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args[LIGHT_BLUE] = 224*lifetime;
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lifetime -= 0.05;
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if ( lifetime <= 0 ) Destroy();
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}
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}
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Class Razor2Alt : Razor2
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{
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Default
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{
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DamageFunction Random[Ripper](25,34);
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DamageType "RipperAltDealth";
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BounceType "None";
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}
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action void A_RazorExplode()
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{
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A_SetRenderStyle(1.0,STYLE_Add);
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bFORCEXYBILLBOARD = true;
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Scale *= 0.5;
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A_StopSound(CHAN_VOICE);
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A_PlaySound("ripper/althit");
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Spawn("Razor2AltLight",pos);
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A_AlertMonsters();
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A_SprayDecal("RazorBlast",20);
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A_Explode(Random[Ripper](20,34),180);
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int numpt = Random[Ripper](10,20);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
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}
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numpt = Random[Ripper](8,16);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Ripper](8,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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||||
let s = Spawn("UTChip",pos);
|
||||
s.vel = pvel;
|
||||
}
|
||||
}
|
||||
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
|
||||
{
|
||||
return damage;
|
||||
}
|
||||
States
|
||||
{
|
||||
Death:
|
||||
XDeath:
|
||||
TNT1 A 0 A_RazorExplode();
|
||||
REXP ABCDEFG 2 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class Ripper2 : UTWeapon
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "Ripper";
|
||||
Inventory.PickupMessage "You got the Ripper.";
|
||||
Weapon.UpSound "";
|
||||
Weapon.UpSound "ripper/select";
|
||||
Weapon.SlotNumber 6;
|
||||
Weapon.SelectionOrder 4;
|
||||
Weapon.AmmoType "RipperAmmo";
|
||||
|
|
@ -33,6 +240,30 @@ Class Ripper2 : UTWeapon
|
|||
Weapon.AmmoUse2 1;
|
||||
Weapon.AmmoGive 15;
|
||||
}
|
||||
action void A_RazorFire( bool alt = false )
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||
if ( alt ) A_PlaySound("ripper/altfire",CHAN_WEAPON);
|
||||
else A_PlaySound("ripper/fire",CHAN_WEAPON);
|
||||
invoker.FireEffect();
|
||||
UTMainHandler.DoFlash(self,Color(8,0,255,255),1);
|
||||
A_AlertMonsters();
|
||||
if ( alt ) A_QuakeEx(3,3,3,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||
else A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-7.0*z;
|
||||
Actor p;
|
||||
if ( alt ) p = Spawn("Razor2Alt",origin);
|
||||
else p = Spawn("Razor2",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
||||
p.target = self;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
|
|
@ -40,5 +271,31 @@ Class Ripper2 : UTWeapon
|
|||
Stop;
|
||||
RZRP B -1;
|
||||
Stop;
|
||||
Select:
|
||||
RZRS A 1 A_Raise(int.max);
|
||||
Wait;
|
||||
Ready:
|
||||
RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
|
||||
RZS2 ABCD 1;
|
||||
Idle:
|
||||
RZRI ABCDEFGHIJKLMNOPQRS 2
|
||||
{
|
||||
A_CheckReload();
|
||||
A_WeaponReady();
|
||||
}
|
||||
Loop;
|
||||
Fire:
|
||||
RZRF A 0 A_RazorFire();
|
||||
RZRF ABCDEFGHIJKLMNO 1;
|
||||
Goto Idle;
|
||||
AltFire:
|
||||
RZRF A 0 A_RazorFire(true);
|
||||
RZRF ABCDEFG 3;
|
||||
RZRF HIJKLMNO 1;
|
||||
Goto Idle;
|
||||
Deselect:
|
||||
RZRD ABCDEF 2;
|
||||
RZRD F 1 A_Lower(int.max);
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue