Add 3D explosion blast and knockback functions. Migrate pretty much everything to it. Add "Classic Enhanced Shock Rifle" option, disables altfire and splash damage on beams. Screen shakes for explosions now correctly fall off with distance. Some minor refactoring/fixes.
243 lines
5.8 KiB
Text
243 lines
5.8 KiB
Text
Class RifleAmmo : Ammo
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{
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Default
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{
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Tag "Box of Rifle Rounds";
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Inventory.PickupMessage "You picked up a Box of Rifle Rounds.";
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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}
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States
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{
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Spawn:
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SBOX A -1;
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Stop;
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}
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}
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Class RifleAmmo2 : RifleAmmo
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{
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Default
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{
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Tag "Rifle Round";
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Inventory.PickupMessage "You got a Rifle Round.";
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Inventory.Amount 1;
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Ammo.DropAmount 1;
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}
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States
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{
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Spawn:
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SRND A -1;
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Stop;
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}
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}
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Class SniperLight : EnforcerLight
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{
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Default
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{
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args 255,224,64,120;
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}
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}
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Class SniperRifle : UTWeapon
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{
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double sniperzoom;
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TextureID reticle;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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reticle = TexMan.CheckForTexture("RReticle",Texman.Type_Any);
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}
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override void PreRender( double lbottom )
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{
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if ( sniperzoom <= 1.0 ) return;
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Screen.DrawTexture(reticle,false,320,240,DTA_VirtualWidth,640,DTA_VirtualHeight,480,DTA_RenderStyle,(1|2<<8|1<<16));
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Screen.DrawText(confont,Font.CR_DARKGREEN,192,160,String.Format("X%.1f",sniperzoom),DTA_Clean,true);
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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 ( !Owner ) return;
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if ( sniperzoom > 1.0 ) crosshair = 99;
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else crosshair = 0;
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}
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action void A_SniperFire( bool zoomed = false )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,0,0,255),1);
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A_PlaySound("sniper/fire",CHAN_WEAPON);
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A_AlertMonsters();
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if ( zoomed ) A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.09);
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else
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{
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A_QuakeEx(3,3,3,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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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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}
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let l = Spawn("SniperLight",pos);
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l.target = self;
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x;
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if ( !zoomed ) origin = origin+y*4.0-z*2.0;
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FLineTraceData d;
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LineTrace(angle,10000,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = Random[Sniper](45,60);
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if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
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{
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dmg = d.HitActor.DamageMobj(invoker,self,dmg+70,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,35000);
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}
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else
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{
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,30000);
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}
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if ( d.HitActor.bNOBLOOD )
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{
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let p = Spawn("BulletImpact",d.HitLocation);
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p.scale *= 1.5;
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p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
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p.pitch = asin(d.HitDir.z);
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}
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else
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{
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d.HitActor.TraceBleed(dmg,self);
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d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
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}
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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Vector3 hitnormal = -d.HitDir;
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if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
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else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
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else if ( d.HitType == TRACE_HitWall )
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{
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hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
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if ( !d.LineSide ) hitnormal *= -1;
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}
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let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
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p.scale *= 1.5;
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p.angle = atan2(hitnormal.y,hitnormal.x);
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p.pitch = asin(-hitnormal.z);
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if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
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}
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for ( int i=0; i<24; i++ )
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{
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let s = Spawn("UTStaticViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,1,-1);
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UTViewSmoke(s).vvel += (FRandom[Sniper](-0.05,0.15),FRandom[Sniper](-0.4,0.4),FRandom[Sniper](-0.1,0.1));
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s.target = self;
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s.scale *= 1.8;
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s.alpha *= 0.3;
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}
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origin += x*8.0+y*6.0-z*9.0;
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let c = Spawn("UTCasing",origin);
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c.scale *= 1.25;
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c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
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}
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Default
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{
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Tag "Sniper Rifle";
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Obituary "%k put a bullet through %o's head.";
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Inventory.PickupMessage "You got the Sniper Rifle.";
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Weapon.UpSound "sniper/select";
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Weapon.SlotNumber 0;
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Weapon.SelectionOrder 5;
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Weapon.AmmoType "RifleAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "RifleAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 8;
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Weapon.Kickback 250;
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UTWeapon.DropAmmo 2;
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}
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States
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{
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Spawn:
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SRFP A -1;
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Stop;
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SRFP B -1;
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Stop;
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Select:
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SRFS A 1 A_Raise(int.max);
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Wait;
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Ready:
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SRFS A 1
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{
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A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
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A_WeaponReady(WRF_NOFIRE);
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}
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SRFS BCDEFGHIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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SRFI A 1
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{
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A_CheckReload();
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A_WeaponReady();
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}
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Wait;
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ZoomedIdle:
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TNT1 A 1
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{
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A_CheckReload();
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A_WeaponReady();
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}
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Wait;
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Fire:
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SRFI A 0 A_JumpIf(invoker.sniperzoom>1.0,"ZoomedFire");
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SRFI A 0
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{
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A_SniperFire();
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return A_Jump(256,1,11,21,31,41);
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}
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Goto Idle;
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SRF1 ABCDEFGHIJ 2;
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Goto Idle;
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SRF2 ABCDEFGHIJ 2;
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Goto Idle;
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SRF3 ABCDEFGHIJ 2;
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Goto Idle;
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SRF4 ABCDEFGHIJ 2;
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Goto Idle;
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SRF5 ABCDEFGHIJ 2;
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Goto Idle;
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ZoomedFire:
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TNT1 A 20 A_SniperFire(true);
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Goto ZoomedIdle;
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AltFire:
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SRFI A 0 A_JumpIf(invoker.sniperzoom>1.0,"AltHold2");
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AltHold:
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TNT1 A 1
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{
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if ( invoker.sniperzoom <= 8.0 )
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A_ZoomFactor(invoker.sniperzoom*=1.1);
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invoker.sniperzoom = min(invoker.sniperzoom,8.1);
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}
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TNT1 A 0 A_Refire("AltHold");
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Goto ZoomedIdle;
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AltHold2:
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SRFI A 1 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
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SRFI A 0 A_Refire("AltHold2");
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Goto Idle;
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Deselect:
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SRFD A 0 A_ZoomFactor(invoker.sniperzoom=1.0,ZOOM_INSTANT);
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SRFD ABCDEFG 1;
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SRFD G 1 A_Lower(int.max);
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Wait;
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MuzzleFlash:
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SMUZ A 3 Bright;
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Stop;
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}
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}
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