"Bullet Trail" effect implemented. Mainly for underwater bubbles, but also has the side effect of allowing hitscan weapons to activate shoot-through lines. SIGIL players rejoice.

Shock Rifle and Pulsegun beams can also do this now.
Depleted armors remove themselves from inventory.
This commit is contained in:
Marisa the Magician 2019-10-09 12:28:56 +02:00
commit dd7f429335
7 changed files with 62 additions and 1 deletions

View file

@ -21,6 +21,7 @@ Class UTArmor : Armor
newdamage -= saved;
amount -= saved;
damage = newdamage;
if ( (amount <= 0) ) DepleteOrDestroy();
}
if ( damage > 0 ) newdamage = ApplyDamageFactors(GetClass(),damageType,damage,damage);
}

View file

@ -335,6 +335,7 @@ Class Enforcer : UTWeapon
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,dir,10000,int((invoker.Amount+alt)**2));
if ( d.HitType == TRACE_HitActor )
{
int dmg = 17;

View file

@ -109,6 +109,7 @@ Class Minigun : UTWeapon
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,dir,10000,alt?5:3);
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Minigun](9,18); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT

View file

@ -226,6 +226,7 @@ Class PulseBoltLight : DynamicLight
Class PulseBoltTracer : LineTracer
{
Actor ignore;
Array<Line> ShootThroughList;
override ETraceStatus TraceCallback()
{
@ -239,6 +240,7 @@ Class PulseBoltTracer : LineTracer
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
@ -352,7 +354,10 @@ Class PulseBolt : Actor
}
void CheckBeam( Vector3 x )
{
t.ShootThroughList.Clear();
t.Trace(pos,cursector,x,beamsize,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
if ( t.Results.HitType != TRACE_HitNone )
{
if ( t.Results.HitType == TRACE_HitActor )

View file

@ -38,6 +38,7 @@ Class ShockAmmo2 : ShockAmmo
Class ShockBeamTracer : LineTracer
{
Actor owner, ignore, lasthit;
Array<Line> ShootThroughList;
override ETraceStatus TraceCallback()
{
@ -51,6 +52,7 @@ Class ShockBeamTracer : LineTracer
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
@ -304,7 +306,10 @@ Class ShockBeam : Actor
if ( !moving ) return;
// step trace
tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
t.ShootThroughList.Clear();
t.Trace(pos,cursector,tracedir,1000,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
totaldist += t.Results.Distance;
// spawn particles
for ( int i=0; i<t.Results.Distance; i+=80 )
@ -538,7 +543,10 @@ Class SuperShockBeam : Actor
if ( !moving ) return;
// step trace
tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
t.ShootThroughList.Clear();
t.Trace(pos,cursector,tracedir,2000,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
totaldist += t.Results.Distance;
// spawn particles
for ( int i=0; i<t.Results.Distance; i+=80 )

View file

@ -106,7 +106,9 @@ Class SniperRifle : UTWeapon
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x);
if ( !zoomed ) origin = level.Vec3Offset(origin,y*4-z*2);
FLineTraceData d;
LineTrace(angle,10000,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
double pt = BulletSlope();
LineTrace(angle,10000,pt,TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
UTBulletTrail.DoTrail(self,origin,(cos(angle)*cos(pt),sin(angle)*cos(pt),-sin(pt)),10000,1);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 45;

View file

@ -2280,6 +2280,49 @@ Class UTTeleParticle : UTMeshParticle
}
}
// Follows a single line trail, spawns bubbles if underwater
// In addition, also activates shoot-through lines, since LineTrace can't do it
Class UTBulletTrail : LineTracer
{
Array<Line> ShootThroughList;
Actor ignoreme;
static play void DoTrail( Actor target, Vector3 pos, Vector3 dir, int dist, int bubblechance )
{
let t = new("UTBulletTrail");
t.ignoreme = target;
t.ShootThroughList.Clear();
t.Trace(pos,level.PointInSector(pos.xy),dir,dist,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
for ( int i=5; i<t.Results.Distance; i+=10 )
{
if ( !Random[Boolet](0,bubblechance) ) continue;
let b = Actor.Spawn("UTBubble",level.Vec3Offset(pos,dir*i));
b.Scale *= FRandom[Boolet](0.4,0.6);
}
t.Destroy();
}
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Enum ESwingMode
{
SWING_Straight, // constant increment