Impact Hammer fully implemented. Began working on Chainsaw.

Tweaked the shake effect on all weapons.
Covered up some seams on redeemer texture. Moved the model slightly to cover up a gap.
Corrected the chainsaw and translocator HUD icons.
This commit is contained in:
Marisa the Magician 2018-05-26 00:07:23 +02:00
commit 72eb6ca8d1
17 changed files with 254 additions and 21 deletions

View file

@ -1,5 +1,20 @@
Class UTChainsaw : UTWeapon replaces Chainsaw
{
double sawcnt;
action void A_SawHit()
{
A_QuakeEx(3,3,3,2,0,1,"",QF_RELATIVE,rollIntensity:0.15);
invoker.sawcnt += 1./TICRATE;
if ( invoker.sawcnt < 0.15 ) return;
invoker.sawcnt = 0;
invoker.FireEffect();
}
action void A_SawSwipe()
{
A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
invoker.FireEffect();
}
Default
{
Tag "Chainsaw";
@ -16,5 +31,75 @@ Class UTChainsaw : UTWeapon replaces Chainsaw
Stop;
CSWP B -1;
Stop;
Select:
CSWS A 1 A_Raise(int.max);
Wait;
Ready:
CSWS ABCDEFGHIJLMNO 1 A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
Idle:
CSWI A 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
CSWI ABCDEFGHIJ 1
{
A_WeaponReady();
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
}
Goto Idle+1;
Fire:
CSWJ A 1 A_PlaySound("chainsaw/fire",CHAN_6,looping:true);
CSWJ BCDEF 1 A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
Hold:
CSWJ G 1 A_SawHit();
CSWJ H 0 A_Refire(1);
Goto Release;
CSWJ H 1 A_SawHit();
CSWJ I 0 A_Refire(1);
Goto Release;
CSWJ I 1 A_SawHit();
CSWJ J 0 A_Refire(1);
Goto Release;
CSWJ J 1 A_SawHit();
CSWJ K 0 A_Refire(1);
Goto Release;
CSWJ K 1 A_SawHit();
CSWJ L 0 A_Refire(1);
Goto Release;
CSWJ L 1 A_SawHit();
CSWJ M 0 A_Refire(1);
Goto Release;
CSWJ M 1 A_SawHit();
CSWJ N 0 A_Refire(1);
Goto Release;
CSWJ N 1 A_SawHit();
CSWJ O 0 A_Refire(1);
Goto Release;
CSWJ O 1 A_SawHit();
CSWJ P 0 A_Refire(1);
Goto Release;
CSWJ P 1 A_SawHit();
CSWJ Q 0 A_Refire(1);
Goto Release;
CSWJ Q 1 A_SawHit();
CSWJ R 0 A_Refire(1);
Goto Release;
CSWJ R 1 A_SawHit();
CSWJ S 0 A_Refire(1);
Goto Release;
CSWJ S 1 A_SawHit();
CSWJ G 0 A_Refire("Hold");
Release:
CSWJ FEDCBA 1 A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE,rollIntensity:0.1);
Goto Idle;
AltFire:
CSWA A 0 A_PlaySound("chainsaw/fire",CHAN_6);
CSWA ABCDEFG 2 A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
CSWA H 2 A_SawSwipe();
CSWA IJK 2 A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
CSWA K 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
Goto Ready;
Deselect:
CSWD A 0 A_PlaySound("chainsaw/lower",CHAN_6);
CSWD ABCDEF 2;
CSWD F 1 A_Lower(int.max);
Wait;
}
}