Progress continues. Many things have been added. Pulsegun is complete.
I've started implementing various pickups.
This commit is contained in:
parent
73e8e8ada9
commit
bcab8e79ae
96 changed files with 950 additions and 144 deletions
89
zscript/armoritems.zsc
Normal file
89
zscript/armoritems.zsc
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@ -0,0 +1,89 @@
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Class UTArmorBonus : ArmorBonus replaces ArmorBonus
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{
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Default
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{
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Tag "Armor Bonus";
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Armor.SaveAmount 5;
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Inventory.PickupMessage "You picked up an Armor Bonus.";
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Inventory.PickupSound "misc/ut_shard";
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}
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States
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{
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Spawn:
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XANH A -1;
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Stop;
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}
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}
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// TODO system for separating the 4 armor pickups (like Hexen's, but not as strict)
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Class UTArmor : Inventory
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{
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}
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Class UTThighPads : BasicArmorPickup replaces GreenArmor
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{
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Default
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{
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Tag "Thigh Pads";
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Armor.SaveAmount 50;
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Armor.SavePercent 50;
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Inventory.PickupMessage "You got the Thigh Pads.";
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Inventory.PickupSound "misc/ut_armor";
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}
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States
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{
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Spawn:
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THIG A -1;
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Stop;
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}
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}
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Class UTBodyArmor : BasicArmorPickup replaces BlueArmor
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{
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Default
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{
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Tag "Body Armor";
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Armor.SaveAmount 100;
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Armor.SavePercent 75;
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Inventory.PickupMessage "You got the Body Armor.";
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Inventory.PickupSound "misc/ut_armor";
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}
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States
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{
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Spawn:
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UARM A -1;
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Stop;
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}
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}
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Class UTShieldBelt : Inventory replaces Megasphere
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{
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override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive )
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{
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if ( !passive || (damage <= 0) ) return;
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newdamage = max(0,damage-Amount);
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Owner.A_PlaySound("belt/absorb");
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if ( amount-damage <= 0 ) Owner.A_Print("The Shield Belt has depleted.");
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Owner.TakeInventory("UTShieldBelt",min(amount,damage));
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}
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Default
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{
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Tag "Shield Belt";
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+COUNTITEM;
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+INVENTORY.AUTOACTIVATE;
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+Inventory.UNTOSSABLE;
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+INVENTORY.ALWAYSPICKUP;
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+INVENTORY.BIGPOWERUP;
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Inventory.Amount 150;
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Inventory.MaxAmount 150;
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Inventory.InterHubAmount 150;
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Inventory.PickupMessage "You got the Shield Belt.";
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Inventory.PickupSound "belt/pickup";
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}
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States
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{
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Spawn:
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BELT A -1;
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Stop;
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}
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}
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@ -1,3 +1,22 @@
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Class Tier3Ammo : RandomSpawner replaces Shell
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{
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Default
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{
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DropItem "BioAmmo", 255, 1;
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DropItem "ShockAmmo", 255, 1;
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}
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}
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Class Tier3Ammo2 : Tier3Ammo replaces ShellBox {}
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Class Tier3Weapon : RandomSpawner replaces Shotgun
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{
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Default
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{
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DropItem "BioRifle", 255, 1;
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DropItem "ShockRifle", 255, 1;
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}
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}
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Class Tier3Weapon2 : Tier3Weapon replaces SuperShotgun {}
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Class BioAmmo : Ammo
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{
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Default
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@ -372,7 +391,7 @@ Class BioRifle : UTWeapon
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+8.0*y-5.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-5.0*z;
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Actor p;
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if ( alt )
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{
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@ -1,3 +1,29 @@
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Class Tier5Ammo : RandomSpawner replaces RocketAmmo
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{
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Default
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{
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DropItem "FlakAmmo2", 255, 1;
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//DropItem "UTRocketAmmo2", 255, 1;
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}
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}
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Class Tier5Ammo2 : RandomSpawner replaces RocketBox
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{
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Default
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{
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DropItem "FlakAmmo", 255, 1;
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//DropItem "UTRocketAmmo", 255, 1;
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}
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}
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Class Tier5Weapon : RandomSpawner replaces RocketLauncher
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{
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Default
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{
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DropItem "FlakCannon", 255, 1;
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//DropItem "UTRocketLauncher", 255, 1;
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}
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}
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Class FlakAmmo : Ammo
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{
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Default
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@ -400,7 +426,7 @@ Class FlakLight : DynamicLight
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Destroy();
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return;
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}
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if ( target.player ) SetOrigin(target.pos+(0,0,target.player.viewheight),true);
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if ( target.player ) SetOrigin(target.Vec3Offset(0,0,target.player.viewz-target.pos.z),true);
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else SetOrigin(target.pos,true);
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if ( cnt++ > 2 ) Destroy();
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}
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@ -425,7 +451,7 @@ Class FlakCannon : UTWeapon
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+2.0*y-3.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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@ -461,7 +487,7 @@ Class FlakCannon : UTWeapon
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+2.0*y-3.0*z;
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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77
zscript/healitems.zsc
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77
zscript/healitems.zsc
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@ -0,0 +1,77 @@
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Class UTHealthPack : Health replaces Soulsphere
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{
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Default
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{
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Tag "Big Keg O' Health";
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+COUNTITEM;
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+INVENTORY.AUTOACTIVATE;
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+INVENTORY.ALWAYSPICKUP;
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+INVENTORY.FANCYPICKUPSOUND;
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Inventory.Amount 100;
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Inventory.MaxAmount 200;
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Inventory.PickupMessage "You picked up the Big Keg O' Health.";
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Inventory.PickupSound "misc/ut_keg";
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}
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States
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{
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Spawn:
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HBOX A -1;
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Stop;
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}
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}
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Class UTHealthBox : Health replaces Medikit
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{
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Default
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{
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Tag "Health Box";
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Inventory.Amount 50;
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Inventory.PickupMessage "You picked up a Health Box.";
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Health.LowMessage 25,"You picked up a Health Box that you REALLY need!";
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Inventory.PickupSound "misc/ut_heal";
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}
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States
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{
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Spawn:
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HBOX B -1;
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Stop;
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}
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}
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Class UTMedBox : Health replaces Stimpack
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{
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Default
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{
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Tag "Health Pack";
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Inventory.Amount 20;
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Inventory.PickupMessage "You picked up a Health Pack.";
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Inventory.PickupSound "misc/ut_heal";
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}
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States
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{
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Spawn:
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HBOX C -1;
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Stop;
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}
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}
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Class UTHealthBonus : Health replaces HealthBonus
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{
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Default
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{
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Tag "Health Vial";
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+COUNTITEM;
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+INVENTORY.ALWAYSPICKUP;
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Inventory.Amount 5;
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Inventory.MaxAmount 200;
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Inventory.PickupMessage "You picked up a Health Vial.";
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Inventory.PickupSound "misc/ut_heal";
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RenderStyle "Add";
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}
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States
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{
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Spawn:
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VIAL A -1;
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Stop;
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}
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}
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0
zscript/powerups.zsc
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0
zscript/powerups.zsc
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@ -1,3 +1,21 @@
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Class Tier4Ammo : RandomSpawner replaces ClipBox
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{
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Default
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{
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DropItem "PulseAmmo", 255, 1;
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//DropItem "RipperAmmo", 255, 1;
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}
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}
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Class Tier4Weapon : RandomSpawner replaces Chaingun
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{
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Default
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{
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DropItem "PulseGun", 255, 1;
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//DropItem "Ripper", 255, 1;
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}
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}
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Class PulseAmmo : Ammo
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{
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Default
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@ -18,28 +36,106 @@ Class PulseAmmo : Ammo
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}
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}
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Class PulseBallLight : DynamicLight
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{
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double pulseofs;
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Default
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{
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DynamicLight.Type "Point";
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Args 32,255,0,10;
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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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pulseofs = FRandom[Pulse](0,360);
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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 ( !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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args[LIGHT_INTENSITY] = 10+sin(gametic*80+pulseofs)*5;
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}
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}
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Class PulseExplLight : 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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ReactionTime 20;
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Args 32,255,0,30;
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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] = 16*lifetime;
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args[LIGHT_GREEN] = 255*lifetime;
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lifetime -= 1./ReactionTime;
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if ( lifetime <= 0 ) Destroy();
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}
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}
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Class PulseBall : Actor
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{
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Default
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{
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Obituary "%o ate %k's burning plasma death.";
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DamageType 'Pulsed';
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RenderStyle "Add";
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DamageFunction Random[Pulse](15,25);
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PROJECTILE;
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Scale 0.2;
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Speed 30;
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Radius 4;
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Height 4;
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}
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override void PostBeginPlay()
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{
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A_PlaySound("pulse/fly",CHAN_BODY,0.8,true,8.0);
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let l = Spawn("PulseBallLight",pos);
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l.target = self;
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}
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action void A_BallExp()
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{
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A_SetScale(0.45);
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A_PlaySound("pulse/hit",CHAN_BODY);
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A_SprayDecal("BoltScorch");
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Spawn("PulseExplLight",pos);
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int numpt = Random[Pulse](20,40);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Pulse](-1,1),FRandom[Pulse](-1,1),FRandom[Pulse](-1,1)).unit()*FRandom[Pulse](2,4);
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A_SpawnParticle("A0FFA0",SPF_FULLBRIGHT,Random[Pulse](20,40),FRandom[Pulse](2.4,4.8),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-0.1);
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A_SpawnParticle("60C040",SPF_FULLBRIGHT,Random[Pulse](30,50),FRandom[Pulse](4.8,7.2),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-0.1);
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}
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}
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action void A_Trail()
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{
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if ( Random[Pulse](0,4) ) return;
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int numpt = Random[Pulse](2,5);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Pulse](-1,1),FRandom[Pulse](-1,1),FRandom[Pulse](-1,1)).unit()*FRandom[Pulse](2,4);
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A_SpawnParticle("A0FFA0",SPF_FULLBRIGHT,Random[Pulse](10,20),FRandom[Pulse](1.2,2.4),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-0.1);
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A_SpawnParticle("60C040",SPF_FULLBRIGHT,Random[Pulse](15,25),FRandom[Pulse](2.4,3.6),0,0,0,0,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-0.1);
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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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PBAL ABCDE 1 Bright;
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PBAL ABCDE 1 Bright A_Trail();
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Loop;
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Death:
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TNT1 A 0 A_BallExp();
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@ -48,19 +144,190 @@ Class PulseBall : Actor
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}
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}
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Class PulseBolt : Actor
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Class PulseBoltLight : DynamicLight
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{
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bool lived;
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Default
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{
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DynamicLight.Type "Point";
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+DYNAMICLIGHT.ATTENUATE;
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Args 32,255,0,50;
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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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args[LIGHT_INTENSITY] = Random[Pulse](50,60);
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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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if ( lived ) Destroy();
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lived = true;
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}
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}
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Class StarterBolt : PulseBolt
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Class PulseBoltTracer : LineTracer
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{
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Actor ignore;
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override ETraceStatus TraceCallback()
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{
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( Results.HitActor == ignore ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
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return TRACE_Stop;
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class PulseBolt : Actor
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{
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PulseBoltTracer t;
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double accdamage;
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int lasthit;
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Actor damagedactor;
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double beamsize;
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Actor weffect;
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double phase;
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override void OnDestroy()
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{
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Super.OnDestroy();
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if ( weffect ) weffect.Destroy();
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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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t = new("PulseBoltTracer");
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t.ignore = target;
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beamsize = 40;
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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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if ( !target )
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{
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Destroy();
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return;
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}
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phase += 10;
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// update beam
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int numpt;
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Vector3 x, y, z;
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Vector3 origin;
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if ( target.player )
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{
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[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll);
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origin = (0,0,target.player.viewz-target.pos.z)+5.0*x+3.0*y-1.5*z;
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}
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else origin = (0,0,target.missileheight);
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SetOrigin(target.Vec3Offset(origin.x,origin.y,origin.z),true);
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A_SetAngle(target.angle,SPF_INTERPOLATE);
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A_SetPitch(target.BulletSlope(),SPF_INTERPOLATE);
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// draw beam
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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for ( double i=0; i<=beamsize; i+=0.5 )
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{
|
||||
origin = Level.Vec3Diff(pos,pos+x*i
|
||||
+sin(i*0.834-phase)*y*0.1435*min(1,(i*0.1)**.5)
|
||||
+sin(i*0.836-phase)*y*0.1342*min(1,(i*0.1)**.5)
|
||||
+sin(i*0.843-phase)*z*0.1463*min(1,(i*0.1)**.5)
|
||||
+sin(i*0.863-phase)*z*0.1345*min(1,(i*0.1)**.5));
|
||||
A_SpawnParticle("FFFFFF",SPF_FULLBRIGHT,1,FRandom[Pulse](0.6,1.2),0,origin.x,origin.y,origin.z,0,0,0,0,0,0,2);
|
||||
A_SpawnParticle("60C040",SPF_FULLBRIGHT,1,FRandom[Pulse](2.4,4.8),0,origin.x,origin.y,origin.z,0,0,0,0,0,0,.1);
|
||||
}
|
||||
for ( int i=50; i<beamsize; i+=100 )
|
||||
{
|
||||
origin = Vec3Offset(x.x*i,x.y*i,x.z*i);
|
||||
Spawn("PulseBoltLight",origin);
|
||||
}
|
||||
// check beam
|
||||
t.Trace(pos,cursector,x,beamsize,0);
|
||||
if ( t.Results.HitType != TRACE_HitNone )
|
||||
{
|
||||
if ( t.Results.HitType == TRACE_HitActor )
|
||||
{
|
||||
if ( !damagedactor )
|
||||
{
|
||||
accdamage = min(0.5*(level.time-lasthit),0.1);
|
||||
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](65,75)*accdamage,'zapped');
|
||||
accdamage = 0;
|
||||
}
|
||||
else if ( t.Results.HitActor != damagedactor )
|
||||
{
|
||||
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](65,75)*accdamage,'zapped');
|
||||
accdamage = 0;
|
||||
}
|
||||
lasthit = level.time;
|
||||
damagedactor = t.Results.HitActor;
|
||||
accdamage += 1./TICRATE;
|
||||
if ( accdamage > 0.22 )
|
||||
{
|
||||
t.Results.HitActor.DamageMobj(self,target,Random[Pulse](65,75)*accdamage,'zapped');
|
||||
accdamage = 0;
|
||||
}
|
||||
}
|
||||
origin = Level.Vec3Diff(pos,t.Results.HitPos);
|
||||
numpt = Random[Pulse](10,20)*!Random[Pulse](0,2);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = ((FRandom[Pulse](-.4,.5),FRandom[Pulse](-.4,.4),FRandom[Pulse](-.4,.4))-x).unit()*FRandom[Pulse](2,4);
|
||||
A_SpawnParticle("A0FFA0",SPF_FULLBRIGHT,Random[Pulse](20,40),FRandom[Pulse](2.4,4.8),0,origin.x,origin.y,origin.z,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-0.1);
|
||||
A_SpawnParticle("60C040",SPF_FULLBRIGHT,Random[Pulse](30,50),FRandom[Pulse](4.8,7.2),0,origin.x,origin.y,origin.z,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-0.1);
|
||||
}
|
||||
beamsize = t.Results.Distance;
|
||||
A_SprayDecal("BoltScorch",beamsize+8);
|
||||
return;
|
||||
}
|
||||
else if ( damagedactor )
|
||||
{
|
||||
damagedactor.DamageMobj(self,target,Random[Pulse](65,75)*accdamage,'zapped');
|
||||
accdamage = 0;
|
||||
damagedactor = null;
|
||||
}
|
||||
origin = Level.Vec3Diff(pos,t.Results.HitPos);
|
||||
numpt = Random[Pulse](5,10)*!Random[Pulse](0,5);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (t.Results.HitVector+(FRandom[Pulse](-.5,.5),FRandom[Pulse](-.5,.5),FRandom[Pulse](-.5,.5))).unit()*FRandom[Pulse](2,4);
|
||||
A_SpawnParticle("A0FFA0",SPF_FULLBRIGHT,Random[Pulse](20,40),FRandom[Pulse](2.4,4.8),0,origin.x,origin.y,origin.z,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-0.1);
|
||||
A_SpawnParticle("60C040",SPF_FULLBRIGHT,Random[Pulse](30,50),FRandom[Pulse](4.8,7.2),0,origin.x,origin.y,origin.z,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-0.1);
|
||||
}
|
||||
beamsize = min(400,beamsize+40);
|
||||
}
|
||||
Default
|
||||
{
|
||||
Obituary "%o ate %k's burning plasma death.";
|
||||
RenderStyle "Add";
|
||||
Radius 0.1;
|
||||
Height 0;
|
||||
+NOGRAVITY;
|
||||
+NOCLIP;
|
||||
+DONTSPLASH;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
PBLT A 1 Bright;
|
||||
Loop;
|
||||
}
|
||||
}
|
||||
|
||||
Class PulseGun : UTWeapon
|
||||
{
|
||||
int clipcount;
|
||||
double sangle;
|
||||
StarterBolt beam;
|
||||
Actor beam;
|
||||
|
||||
Property ClipCount : clipcount;
|
||||
|
||||
|
|
@ -119,7 +386,7 @@ Class PulseGun : UTWeapon
|
|||
double a;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.0*y-2.0*z;
|
||||
origin += y*cos(invoker.sangle)*4.0+z*sin(invoker.sangle)*4.0;
|
||||
origin += y*cos(invoker.sangle)*2.0+z*sin(invoker.sangle)*2.0;
|
||||
invoker.sangle += 100;
|
||||
Actor p = Spawn("PulseBall",origin);
|
||||
p.angle = angle;
|
||||
|
|
@ -137,7 +404,7 @@ Class PulseGun : UTWeapon
|
|||
action void A_StartBeam()
|
||||
{
|
||||
A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
|
||||
invoker.beam = StarterBolt(Spawn("StarterBolt",pos));
|
||||
invoker.beam = Spawn("PulseBolt",pos);
|
||||
invoker.beam.target = self;
|
||||
}
|
||||
action void A_StopBeam()
|
||||
|
|
@ -186,84 +453,29 @@ Class PulseGun : UTWeapon
|
|||
PGNI A 0 A_PlaySound("pulse/fire",CHAN_WEAPON,1.0,true);
|
||||
Hold:
|
||||
PGNF A 1 A_PulseFire();
|
||||
PGNF B 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF C 1 A_PulseFire();
|
||||
PGNF D 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF E 1 A_PulseFire();
|
||||
PGNF F 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
PGNF BCDEF 1;
|
||||
PNGF G 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF G 1 A_PulseFire();
|
||||
PGNF H 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
PGNF HIJKL 1;
|
||||
PNGF M 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF I 1 A_PulseFire();
|
||||
PGNF J 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF K 1 A_PulseFire();
|
||||
PGNF L 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF M 1 A_PulseFire();
|
||||
PGNF N 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF O 1 A_PulseFire();
|
||||
PGNF P 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF Q 1 A_PulseFire();
|
||||
PGNF R 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF S 1 A_PulseFire();
|
||||
PGNF T 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
PGNF N 1 A_PulseFire();
|
||||
PGNF OPQRS 1;
|
||||
PNGF T 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF U 1 A_PulseFire();
|
||||
PGNF V 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF W 1 A_PulseFire();
|
||||
PGNF X 1;
|
||||
PGNF Y 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGNF Y 1 A_PulseFire();
|
||||
PGNF Z 1;
|
||||
PGNF VWXYZ 1;
|
||||
PGF2 A 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGF2 A 1 A_PulseFire();
|
||||
PGF2 B 1;
|
||||
PGF2 C 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGF2 C 1 A_PulseFire();
|
||||
PGF2 D 1;
|
||||
PGF2 E 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGF2 E 1 A_PulseFire();
|
||||
PGF2 F 1;
|
||||
PGF2 BCDEF 1;
|
||||
PGF2 G 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGF2 G 1 A_PulseFire();
|
||||
PGF2 H 1;
|
||||
PGF2 I 0 A_PulseRefire(1);
|
||||
PGF2 H 1 A_PulseFire();
|
||||
PGF2 IJKLM 1;
|
||||
PGF2 N 0 A_PulseRefire();
|
||||
Goto Release;
|
||||
PGF2 I 1 A_PulseFire();
|
||||
PGF2 J 1;
|
||||
PGF2 K 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGF2 K 1 A_PulseFire();
|
||||
PGF2 L 1;
|
||||
PGF2 M 0 A_PulseRefire(1);
|
||||
Goto Release;
|
||||
PGF2 M 1 A_PulseFire();
|
||||
PGF2 N 1;
|
||||
PGNF A 0 A_PulseRefire("Hold");
|
||||
Release:
|
||||
PGNC A 0 A_PlaySound("pulse/down",CHAN_WEAPON);
|
||||
PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1;
|
||||
|
|
@ -274,24 +486,34 @@ Class PulseGun : UTWeapon
|
|||
PGBL A 0 A_StartBeam();
|
||||
AltHold:
|
||||
PGBL A 1 A_DrainAmmo();
|
||||
PGBL B 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL B 1;
|
||||
PGBL C 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL C 1 A_DrainAmmo();
|
||||
PGBL C 1;
|
||||
PGBL D 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL D 1;
|
||||
PGBL E 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL E 1 A_DrainAmmo();
|
||||
PGBL E 1;
|
||||
PGBL F 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL F 1;
|
||||
PGBL G 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL G 1 A_DrainAmmo();
|
||||
PGBL G 1;
|
||||
PGBL H 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL H 1;
|
||||
PGBL I 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL I 1 A_DrainAmmo();
|
||||
PGBL I 1;
|
||||
PGBL J 0 A_PulseRefire(1);
|
||||
Goto AltRelease;
|
||||
PGBL J 1;
|
||||
PGBL A 0 A_PulseRefire("AltHold");
|
||||
PGBL A 0 A_PulseRefire();
|
||||
AltRelease:
|
||||
PGBE A 0 A_StopBeam();
|
||||
PGBE ABCDE 1;
|
||||
|
|
@ -310,7 +532,7 @@ Class PulseGun : UTWeapon
|
|||
PGNS A 1 A_Raise(int.max);
|
||||
Wait;
|
||||
MuzzleFlash:
|
||||
PMUZ A 1 Bright;
|
||||
PMUZ A 2 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -119,11 +119,11 @@ Class ShockBeam : Actor
|
|||
Default
|
||||
{
|
||||
Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
|
||||
DamageType 'jolted';
|
||||
RenderStyle "Add";
|
||||
Radius 0.1;
|
||||
Height 0;
|
||||
Scale 0.4;
|
||||
DamageFunction Random[ASMD](30,45);
|
||||
+NOGRAVITY;
|
||||
+NOCLIP;
|
||||
+DONTSPLASH;
|
||||
|
|
@ -151,7 +151,7 @@ Class ShockBeam : Actor
|
|||
Spawn("ShockBeamLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
|
||||
for ( int i=0; i<t.Results.Distance; i+=4 )
|
||||
{
|
||||
Vector3 pofs = tracedir*FRandom[ASMD](-4,4)+(FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1));
|
||||
Vector3 pofs = Level.Vec3Diff(pos,pos+tracedir*FRandom[ASMD](-4,4)+(FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)));
|
||||
A_SpawnParticle("C0A0FF",SPF_FULLBRIGHT,15,2,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:1,sizestep:-.1);
|
||||
A_SpawnParticle("8040FF",SPF_FULLBRIGHT,20,4,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.75,sizestep:-.1);
|
||||
A_SpawnParticle("5020FF",SPF_FULLBRIGHT,25,6,0,tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z,FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),FRandom[ASMD](-.1,.1),startalphaf:.5,sizestep:-.1);
|
||||
|
|
@ -301,6 +301,7 @@ Class ShockBeamLight : ShockExplLight
|
|||
{
|
||||
Default
|
||||
{
|
||||
+DYNAMICLIGHT.ATTENUATE;
|
||||
ReactionTime 15;
|
||||
Args 0,0,0,80;
|
||||
}
|
||||
|
|
@ -451,7 +452,7 @@ Class ShockRifle : UTWeapon
|
|||
A_QuakeEx(3,3,3,4,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
|
||||
Actor p = Spawn("ShockBeam",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
|
|
@ -468,7 +469,7 @@ Class ShockRifle : UTWeapon
|
|||
A_QuakeEx(3,3,3,8,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+3.0*y-4.0*z;
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
|
||||
Actor p = Spawn("ShockBall",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
|
|
|
|||
|
|
@ -2,12 +2,19 @@ Class UTWeapon : Weapon
|
|||
{
|
||||
override Inventory CreateTossable( int amt )
|
||||
{
|
||||
if ( Ammo1 && (Ammo1.Amount <= 0) ) return null;
|
||||
Inventory d = Super.CreateTossable(amt);
|
||||
if ( d && (d.GetClass() == GetClass()) )
|
||||
d.SetState(d.ResolveState("Spawn")+1);
|
||||
return d;
|
||||
}
|
||||
|
||||
override bool SpecialDropAction( Actor dropper )
|
||||
{
|
||||
SetState(ResolveState("Spawn")+1);
|
||||
return true;
|
||||
}
|
||||
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
|
|
|
|||
|
|
@ -216,6 +216,8 @@ Class WarShell : Actor
|
|||
b = Spawn("WarheadHitbox",pos);
|
||||
b.target = self;
|
||||
A_PlaySound("warhead/fly",CHAN_VOICE,1.0,true);
|
||||
destangle = angle;
|
||||
destpitch = pitch;
|
||||
}
|
||||
override int SpecialMissileHit( Actor victim )
|
||||
{
|
||||
|
|
@ -226,19 +228,7 @@ Class WarShell : Actor
|
|||
{
|
||||
Super.Tick();
|
||||
if ( globalfreeze || level.frozen ) return;
|
||||
if ( vel.length() > 0 )
|
||||
{
|
||||
Vector3 dir = vel.unit();
|
||||
destangle = atan2(dir.y,dir.x);
|
||||
destpitch = asin(-dir.z);
|
||||
A_SetAngle(angle*0.9+destangle*0.1,SPF_INTERPOLATE);
|
||||
A_SetPitch(pitch*0.9+destpitch*0.1,SPF_INTERPOLATE);
|
||||
if ( vel.length() < 10 )
|
||||
{
|
||||
Vector3 dir = vel.unit();
|
||||
vel += dir*1;
|
||||
}
|
||||
}
|
||||
if ( vel.length() < 10 ) vel *= 1.1;
|
||||
}
|
||||
action void A_Trail()
|
||||
{
|
||||
|
|
@ -406,10 +396,11 @@ Class RedeemerHUD : HUDMessageBase
|
|||
// shootable targetting
|
||||
t.Reinit();
|
||||
Actor a;
|
||||
Vector3 vdir = (cos(ViewAngle)*cos(ViewPitch),sin(ViewAngle)*cos(ViewPitch),-sin(ViewPitch));
|
||||
while ( a = Actor(t.Next()) )
|
||||
{
|
||||
Vector3 tdir = Level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5));
|
||||
if ( !a.bSHOOTABLE || (a.Health <= 0) || ((Camera is 'GuidedWarShell') && (a == GuidedWarShell(Camera).b)) || tr.Trace(ViewPos,Camera.CurSector,tdir.unit(),tdir.length(),0) ) continue;
|
||||
if ( !a.bSHOOTABLE || (a.Health <= 0) || ((Camera is 'GuidedWarShell') && (a == GuidedWarShell(Camera).b)) || (tdir.length() > 2000) || (acos(tdir.unit() dot vdir) > players[consoleplayer].FOV) || tr.Trace(ViewPos,Camera.CurSector,tdir.unit(),tdir.length(),0) ) continue;
|
||||
Vector3 wpos = ViewPos+tdir;
|
||||
Vector3 spos = mkCoordUtil.WorldToScreen(wpos,ViewPos,ViewPitch,ViewAngle,ViewRoll,players[consoleplayer].FOV);
|
||||
if ( spos.z > 1.0 ) continue;
|
||||
|
|
@ -483,7 +474,7 @@ Class RedeemerHUDHandler : EventHandler
|
|||
}
|
||||
}
|
||||
|
||||
Class WarheadLauncher : UTWeapon
|
||||
Class WarheadLauncher : UTWeapon replaces BFG9000
|
||||
{
|
||||
Actor guided;
|
||||
action void A_WarheadFire()
|
||||
|
|
@ -496,16 +487,30 @@ Class WarheadLauncher : UTWeapon
|
|||
A_AlertMonsters();
|
||||
A_QuakeEx(6,6,6,20,0,100,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
|
||||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
vel -= x*10;
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+2.0*y-2.0*z;
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z;
|
||||
Actor p = Spawn("WarShell",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;
|
||||
}
|
||||
action void A_WarheadSmoke()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
vel -= x*0.2;
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z;
|
||||
int numpt = Random[Warhead](10,20);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (x+(FRandom[Warhead](-.8,.8),FRandom[Warhead](-.8,.8),FRandom[Warhead](-.8,.8))).unit()*FRandom[Warhead](1,2);
|
||||
A_SpawnParticle(Color(1,1,1)*Random[Warhead](32,128),0,Random[Warhead](40,50),FRandom[Warhead](4,12),0,origin.x-pos.x,origin.y-pos.y,origin.z-pos.z,pvel.x,pvel.y,pvel.z,0,0,0.03,0.5,-1,0.5);
|
||||
}
|
||||
}
|
||||
action void A_WarheadAlt()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
|
|
@ -516,10 +521,9 @@ Class WarheadLauncher : UTWeapon
|
|||
A_AlertMonsters();
|
||||
A_QuakeEx(6,6,6,20,0,100,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
|
||||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
||||
vel -= x*10;
|
||||
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+2.0*y-2.0*z;
|
||||
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-2.0*z;
|
||||
Actor p = Spawn("GuidedWarShell",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
|
|
@ -529,6 +533,13 @@ Class WarheadLauncher : UTWeapon
|
|||
invoker.guided = p;
|
||||
}
|
||||
|
||||
// disallow dropping while guiding
|
||||
override Inventory CreateTossable( int amt )
|
||||
{
|
||||
if ( guided ) return null;
|
||||
return Super.CreateTossable();
|
||||
}
|
||||
|
||||
Default
|
||||
{
|
||||
Tag "Redeemer";
|
||||
|
|
@ -560,13 +571,13 @@ Class WarheadLauncher : UTWeapon
|
|||
Fire:
|
||||
WARI A 3;
|
||||
WARF A 3 A_WarheadFire();
|
||||
WARF BCDEFG 3;
|
||||
WARF BCDEFG 3 A_WarheadSmoke();
|
||||
WARI A 5;
|
||||
Goto Idle;
|
||||
AltFire:
|
||||
WARI A 3;
|
||||
WARF A 3 A_WarheadAlt();
|
||||
WARF BCDEFG 3;
|
||||
WARF BCDEFG 3 A_WarheadSmoke();
|
||||
WARI A 1 A_JumpIf(!invoker.Guided,1);
|
||||
Wait;
|
||||
WARI A 30;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue