Ripper implemented.

This commit is contained in:
Marisa the Magician 2018-05-27 18:33:18 +02:00
commit 1332f7a243
9 changed files with 483 additions and 5 deletions

View file

@ -170,3 +170,13 @@ decalgroup Pock
Pock2 1
Pock3 1
}
decal RazorBlast
{
pic ripblast
shade "00 00 00"
randomflipx
randomflipy
x-scale 0.45
y-scale 0.45
}

View file

@ -362,10 +362,6 @@ Brightmap Texture "models/RazSkin.png"
{
Map "brightmaps/RazSkin.png"
}
Brightmap Texture "models/RazTrail.png"
{
Map "brightmaps/fullbright.png"
}
Brightmap Texture "models/JImpactHammer4.png"
{
Map "brightmaps/JImpactHammer4.png"

View file

@ -33,3 +33,138 @@ Model "Ripper2"
FrameIndex RZRP B 1 0
}
Model "Razor2"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 0 "RazSkin.png"
Offset -9.5 0 0
Scale 0.216 0.18 0.18
PitchOffset 90
AngleOffset 180
USEACTORPITCH
USEACTORROLL
FrameIndex RAZB A 0 0
}
Model "Razor2Trail"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 1 "RazTrail.png"
Offset -19 0 0
Scale 0.432 0.18 0.18
PitchOffset 90
AngleOffset 180
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
FrameIndex RAZB A 0 0
}
Model "Razor2Alt"
{
Path "models"
Model 0 "RazorBlade_d.3d"
SurfaceSkin 0 0 "RazSkin.png"
Offset -9.5 0 0
Scale 0.216 0.18 0.18
PitchOffset 90
AngleOffset 180
USEACTORPITCH
USEACTORROLL
FrameIndex RAZB A 0 0
}
Model "Ripper2"
{
Path "models"
Model 0 "Razor2_d.3d"
SurfaceSkin 0 0 "RazSkin.png"
SurfaceSkin 0 1 "JRazor2.png"
SurfaceSkin 0 2 "JRazor4.png"
SurfaceSkin 0 3 "JRazor5.png"
SurfaceSkin 0 4 "JRazor3.png"
Scale 0.16 0.08 0.16
Offset 7.4 -10.8 -8.9
PitchOffset 90
// Select
FrameIndex RZRS A 0 0
FrameIndex RZRS B 0 1
FrameIndex RZRS C 0 2
FrameIndex RZRS D 0 3
FrameIndex RZRS E 0 4
FrameIndex RZRS F 0 5
FrameIndex RZRS G 0 6
FrameIndex RZRS H 0 7
FrameIndex RZRS I 0 8
FrameIndex RZRS J 0 9
FrameIndex RZRS K 0 10
FrameIndex RZRS L 0 11
FrameIndex RZRS M 0 12
FrameIndex RZRS N 0 13
FrameIndex RZRS O 0 14
FrameIndex RZRS P 0 15
FrameIndex RZRS Q 0 16
FrameIndex RZRS R 0 17
FrameIndex RZRS S 0 18
FrameIndex RZRS T 0 19
FrameIndex RZRS U 0 20
FrameIndex RZRS V 0 21
FrameIndex RZRS W 0 22
FrameIndex RZRS X 0 23
FrameIndex RZRS Y 0 24
FrameIndex RZRS Z 0 25
FrameIndex RZS2 A 0 26
FrameIndex RZS2 B 0 27
FrameIndex RZS2 C 0 28
FrameIndex RZS2 D 0 29
// Fire
FrameIndex RZRF A 0 32
FrameIndex RZRF B 0 33
FrameIndex RZRF C 0 34
FrameIndex RZRF D 0 35
FrameIndex RZRF E 0 36
FrameIndex RZRF F 0 37
FrameIndex RZRF G 0 38
FrameIndex RZRF H 0 39
FrameIndex RZRF I 0 40
FrameIndex RZRF J 0 41
FrameIndex RZRF K 0 42
FrameIndex RZRF L 0 43
FrameIndex RZRF M 0 44
FrameIndex RZRF N 0 45
FrameIndex RZRF O 0 46
// Idle
FrameIndex RZRI A 0 47
FrameIndex RZRI B 0 48
FrameIndex RZRI C 0 49
FrameIndex RZRI D 0 50
FrameIndex RZRI E 0 51
FrameIndex RZRI F 0 52
FrameIndex RZRI G 0 53
FrameIndex RZRI H 0 54
FrameIndex RZRI I 0 55
FrameIndex RZRI J 0 56
FrameIndex RZRI K 0 57
FrameIndex RZRI L 0 58
FrameIndex RZRI M 0 59
FrameIndex RZRI N 0 60
FrameIndex RZRI O 0 61
FrameIndex RZRI P 0 62
FrameIndex RZRI Q 0 63
FrameIndex RZRI R 0 64
FrameIndex RZRI S 0 65
// Down
FrameIndex RZRD A 0 67
FrameIndex RZRD B 0 68
FrameIndex RZRD C 0 69
FrameIndex RZRD D 0 70
FrameIndex RZRD E 0 71
FrameIndex RZRD F 0 72
}

View file

@ -42,6 +42,7 @@ In progress:
- Minigun (slot 7)
- Rocket Launcher (slot 9)
- Sniper Rifle (slot 0)
- Jump Boots (radsuit, has "iron boots" powerup effect to compensate, will full replace Shielding Suit when implemented)
Things to do eventually:

View file

@ -176,6 +176,14 @@ pulse/fly pulsefly
pulse/select pulsepck
pulse/reload pulserel
ripper/select beam
ripper/fire stblade
ripper/altfire razoralt
ripper/hum razorhum
ripper/hit bladehit
ripper/flesh bladethk
ripper/althit expl03
flak/select pdown
flak/load hidraul2
flak/reload load1

Binary file not shown.

BIN
sounds/StBlade.wav Normal file

Binary file not shown.

View file

@ -1,3 +1,74 @@
Sprite "BHOPA0",1,1{}
Sprite "RZRPA0",1,1{}
Sprite "RZRPB0",1,1{}
Sprite "RZRSA0",1,1{}
Sprite "RZRSB0",1,1{}
Sprite "RZRSC0",1,1{}
Sprite "RZRSD0",1,1{}
Sprite "RZRSE0",1,1{}
Sprite "RZRSF0",1,1{}
Sprite "RZRSG0",1,1{}
Sprite "RZRSH0",1,1{}
Sprite "RZRSI0",1,1{}
Sprite "RZRSJ0",1,1{}
Sprite "RZRSK0",1,1{}
Sprite "RZRSL0",1,1{}
Sprite "RZRSM0",1,1{}
Sprite "RZRSN0",1,1{}
Sprite "RZRSO0",1,1{}
Sprite "RZRSP0",1,1{}
Sprite "RZRSQ0",1,1{}
Sprite "RZRSR0",1,1{}
Sprite "RZRSS0",1,1{}
Sprite "RZRST0",1,1{}
Sprite "RZRSU0",1,1{}
Sprite "RZRSV0",1,1{}
Sprite "RZRSW0",1,1{}
Sprite "RZRSX0",1,1{}
Sprite "RZRSY0",1,1{}
Sprite "RZRSZ0",1,1{}
Sprite "RZS2A0",1,1{}
Sprite "RZS2B0",1,1{}
Sprite "RZS2C0",1,1{}
Sprite "RZS2D0",1,1{}
Sprite "RZRFA0",1,1{}
Sprite "RZRFB0",1,1{}
Sprite "RZRFC0",1,1{}
Sprite "RZRFD0",1,1{}
Sprite "RZRFE0",1,1{}
Sprite "RZRFF0",1,1{}
Sprite "RZRFG0",1,1{}
Sprite "RZRFH0",1,1{}
Sprite "RZRFI0",1,1{}
Sprite "RZRFJ0",1,1{}
Sprite "RZRFK0",1,1{}
Sprite "RZRFL0",1,1{}
Sprite "RZRFM0",1,1{}
Sprite "RZRFN0",1,1{}
Sprite "RZRFO0",1,1{}
Sprite "RZRIA0",1,1{}
Sprite "RZRIB0",1,1{}
Sprite "RZRIC0",1,1{}
Sprite "RZRID0",1,1{}
Sprite "RZRIE0",1,1{}
Sprite "RZRIF0",1,1{}
Sprite "RZRIG0",1,1{}
Sprite "RZRIH0",1,1{}
Sprite "RZRII0",1,1{}
Sprite "RZRIJ0",1,1{}
Sprite "RZRIK0",1,1{}
Sprite "RZRIL0",1,1{}
Sprite "RZRIM0",1,1{}
Sprite "RZRIN0",1,1{}
Sprite "RZRIO0",1,1{}
Sprite "RZRIP0",1,1{}
Sprite "RZRIQ0",1,1{}
Sprite "RZRIR0",1,1{}
Sprite "RZRIS0",1,1{}
Sprite "RZRDA0",1,1{}
Sprite "RZRDB0",1,1{}
Sprite "RZRDC0",1,1{}
Sprite "RZRDD0",1,1{}
Sprite "RZRDE0",1,1{}
Sprite "RZRDF0",1,1{}
Sprite "RAZBA0",1,1{}

View file

@ -18,13 +18,220 @@ Class RipperAmmo : Ammo
}
}
Class Razor2Trail : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
}
override void Tick()
{
if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
A_SetAngle(target.angle,SPF_INTERPOLATE);
A_SetPitch(target.pitch,SPF_INTERPOLATE);
A_SetRoll(target.roll,SPF_INTERPOLATE);
alpha = target.vel.length()/target.speed;
}
States
{
Spawn:
RAZB A -1 Bright;
Stop;
}
}
Class Razor2 : Actor
{
Default
{
Radius 2;
Height 0;
Speed 50;
DamageFunction Random[Ripper](20,30);
DamageType "Ripper";
Obituary "%k ripped a chunk of meat out of %o with the Ripper.";
BounceType "Doom";
BounceCount 7;
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let t = Spawn("Razor2Trail",pos);
t.target = self;
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( pos.z > target.pos.z+target.height*0.8 ) damage *= 3;
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("ripper/flesh");
A_AlertMonsters();
}
return damage;
}
action void A_RazorHit()
{
A_PlaySound("ripper/hit");
A_AlertMonsters();
A_SprayDecal("WallCrack",-20);
int numpt = Random[Ripper](5,10);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
}
States
{
Spawn:
RAZB A -1;
Stop;
Bounce:
RAZB A 0
{
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
A_RazorHit();
}
Goto Spawn;
Death:
TNT1 A 0
{
angle += 180;
pitch *= -1;
A_RazorHit();
}
XDeath:
TNT1 A 1 A_StopSound(CHAN_VOICE);
Stop;
}
}
Class Razor2AltLight : DynamicLight
{
double lifetime;
Default
{
DynamicLight.Type "Point";
Args 255,240,224,90;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 1.0;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = 255*lifetime;
args[LIGHT_GREEN] = 240*lifetime;
args[LIGHT_BLUE] = 224*lifetime;
lifetime -= 0.05;
if ( lifetime <= 0 ) Destroy();
}
}
Class Razor2Alt : Razor2
{
Default
{
DamageFunction Random[Ripper](25,34);
DamageType "RipperAltDealth";
BounceType "None";
}
action void A_RazorExplode()
{
A_SetRenderStyle(1.0,STYLE_Add);
bFORCEXYBILLBOARD = true;
Scale *= 0.5;
A_StopSound(CHAN_VOICE);
A_PlaySound("ripper/althit");
Spawn("Razor2AltLight",pos);
A_AlertMonsters();
A_SprayDecal("RazorBlast",20);
A_Explode(Random[Ripper](20,34),180);
int numpt = Random[Ripper](10,20);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](8,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
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;
}
}