flak_m/zscript/flakcannon.zsc
Marisa Kirisame 2a9eb0e1b1 Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
Reduced the smoke on the minigun and casings for better performance.
Corrected the number of chunks (was 6, should be 8) fired by the flak cannon.
Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs.
Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT.
Misc. tweaks to health item textures.
Reduced the blur in the Redeemer view shader, it was too strong.
Fix expiration messages on powerups appearing on level changes.
Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
2019-01-24 22:33:09 +01:00

682 lines
16 KiB
Text

Class FlakAmmo : Ammo
{
Default
{
Tag "Flak Shells";
Inventory.PickupMessage "You picked up %d Flak Shells.";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
override String PickupMessage()
{
return String.Format(pickupmsg,Amount);
}
States
{
Spawn:
FAMO A -1;
Stop;
}
}
Class FlakAmmo2 : FlakAmmo
{
Default
{
Tag "Flak Shell";
Inventory.PickupMessage "You picked up a Flak Shell.";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
FSLG A -1;
Stop;
}
}
Class ChunkLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,224,128,8;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(255*(10-target.frame)*0.1);
args[LIGHT_GREEN] = int(224*(10-target.frame)*0.1);
args[LIGHT_BLUE] = int(128*(10-target.frame)*0.1);
}
}
Class ChunkTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
Scale 0.2;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("ChunkLight",pos);
l.target = self;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
if ( InStateSequence(CurState,FindState("Death")) ) return;
if ( !target )
{
int dist = FindState("Spawn").DistanceTo(CurState);
SetState(FindState("Death")+dist);
return;
}
SetOrigin(target.pos+(0,0,speed),true);
}
States
{
Spawn:
FGLO ABCDEFGHIJK 3 Bright;
Stop;
Death:
FGLO ABCDEFGHIJK 1 Bright;
Stop;
}
}
Class FlakAccumulator : Thinker
{
Actor victim;
int amount;
int cnt;
override void Tick()
{
Super.Tick();
cnt++;
if ( cnt < 5 ) return;
Destroy();
}
static void Accumulate( Actor victim, int amount )
{
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a, match = null;
while ( a = FlakAccumulator(ti.Next()) )
{
if ( a.victim != victim ) continue;
match = a;
break;
}
if ( !match )
{
match = new("FlakAccumulator");
match.ChangeStatNum(STAT_USER);
match.victim = victim;
}
match.cnt = 0;
match.amount += amount;
}
static int GetAmount( Actor victim )
{
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a;
while ( a = FlakAccumulator(ti.Next()) )
{
if ( a.victim != victim ) continue;
return a.amount;
}
return 0;
}
}
Class FlakChunk : Actor
{
ChunkTrail trail;
double rollvel, pitchvel, yawvel;
double lifetime, lifespeed;
int lifetics;
Default
{
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
Radius 2;
Height 2;
Speed 32;
DamageFunction Random[Flak](15,20);
DamageType 'Shredded';
BounceType "Hexen";
BounceFactor 0.8;
WallBounceFactor 0.8;
PROJECTILE;
+USEBOUNCESTATE;
+CANBOUNCEWATER;
+SKYEXPLODE;
+INTERPOLATEANGLES;
Scale 0.3;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
trail = ChunkTrail(Spawn("ChunkTrail",pos));
trail.target = self;
trail.speed = 1.2;
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
scale *= Frandom[Flak](0.8,1.2);
SetState(ResolveState("Spawn")+Random[Flak](0,3));
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;
if ( trail ) trail.Destroy();
}
lifetics++;
if ( lifetics > 3 )
{
lifetics = 0;
if ( frame < 11 ) frame++;
}
lifetime += lifespeed;
if ( (waterlevel <= 0) && (frame < 10) && !(lifetics%2) )
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1));
s.alpha = scale.x/0.5;
s.SetShade("AAAAAA");
}
else if ( waterlevel > 0 )
{
let s = Spawn("UTBubble",pos);
s.vel = (FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1));
s.scale *= scale.x*0.5;
}
if ( trail ) trail.alpha = max(0,11-frame)/11.;
if ( InStateSequence(CurState,FindState("Death")) ) return;
roll += rollvel;
pitch += pitchvel;
angle += pitchvel;
}
action void A_HandleBounce()
{
bHITOWNER = true;
int numpt = Random[Flak](2,3);
if ( (frame < 10) && Random[Flak](0,1) )
{
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,4);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
}
else A_SprayDecal("WallCrack",-8);
A_Gravity();
gravity = 0.35;
invoker.rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
invoker.yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
vel = (vel.unit()+(FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2),FRandom[Flak](-0.2,0.2))).unit()*vel.length();
// TODO chunks in vanilla have a special variation on the standard reflect formula that causes them to bounce differently when hitting a surface head-on
// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
// I have no idea how I'll even implement this reduction reliably
A_PlaySound("flak/bounce",volume:0.3);
A_AlertMonsters();
if ( vel.length() < 5.0 ) ExplodeMissile();
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( vel.length() <= 5.0 ) return -1;
FlakAccumulator.Accumulate(target,damage);
int gibhealth = (target.GibHealth==int.min)?-target.SpawnHealth():target.GibHealth;
int calcdmg = FlakAccumulator.GetAmount(target);
if ( target.Health-calcdmg <= (gibhealth/2) ) bEXTREMEDEATH = true;
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("flak/meat",volume:0.3);
A_AlertMonsters();
}
return damage;
}
States
{
Spawn:
FCH1 A 0;
Goto Idle;
FCH2 A 0;
Goto Idle;
FCH3 A 0;
Goto Idle;
FCH4 A 0;
Goto Idle;
Idle:
#### # -1;
Stop;
Bounce:
#### # 0 A_HandleBounce();
Goto Idle;
Death:
#### # 0
{
bMOVEWITHSECTOR = true;
A_SetTics(Random[Flak](30,50));
}
#### # 1
{
A_SetScale(scale.x-0.002);
if ( scale.x <= 0.0 ) Destroy();
}
Wait;
Crash:
TNT1 A 0
{
Spawn("BulletPuff",pos);
A_PlaySound("flak/hit",volume:0.3);
A_AlertMonsters();
}
XDeath:
TNT1 A 1;
Stop;
Dummy:
FCH1 ABCDEFGHIJKL -1;
FCH2 ABCDEFGHIJKL -1;
FCH3 ABCDEFGHIJKL -1;
FCH4 ABCDEFGHIJKL -1;
Stop;
}
}
Class SlugSmoke : Actor
{
double lifetime, lifespeed;
Default
{
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
lifetime += lifespeed;
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
s.vel.z += 2.;
s.alpha = scale.x;
s.SetShade("AAAAAA");
scale.x = max(0,1-lifetime);
if ( scale.x <= 0 ) Destroy();
}
States
{
Spawn:
TNT1 A -1;
Stop;
}
}
Class SlugLight : DynamicLight
{
double lifetime;
Default
{
DynamicLight.Type "Point";
Args 255,224,128,80;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 1.0;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(255*lifetime);
args[LIGHT_GREEN] = int(224*lifetime);
args[LIGHT_BLUE] = int(128*lifetime);
lifetime -= 0.05;
if ( lifetime <= 0 ) Destroy();
}
}
Class FlakSlug : Actor
{
Default
{
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
DamageType 'FlakDeath';
Radius 2;
Height 2;
Gravity 0.35;
Speed 20;
PROJECTILE;
-NOGRAVITY;
+SKYEXPLODE;
+EXPLODEONWATER;
+HITTRACER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel.z += 3;
}
override void Tick()
{
Super.Tick();
if ( waterlevel > 0 ) vel.xy *= 0.98;
}
action void A_FlakExplode()
{
bForceXYBillboard = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",50);
A_NoGravity();
A_SetScale(1.2);
UTMainHandler.DoBlast(self,120,75000);
A_Explode(Random[Flak](70,80),120);
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);
Spawn("SlugLight",pos);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Actor p;
Vector3 spawnofs;
if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8;
else if ( BlockingFloor ) spawnofs = BlockingFloor.floorplane.Normal*8;
else if ( BlockingCeiling ) spawnofs = BlockingCeiling.ceilingplane.Normal*8;
else if ( BlockingLine )
{
spawnofs = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit()*8;
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
spawnofs *= -1;
}
for ( int i=0; i<5; i++ )
{
p = Spawn("FlakChunk",Vec3Offset(spawnofs.x,spawnofs.y,spawnofs.z));
p.bHITOWNER = true;
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.1);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
p.target = target;
}
int numpt = Random[Flak](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Flak](15,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](6,16);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[Flak](0.9,1.8);
}
}
States
{
Spawn:
FSLG A 1
{
for ( int i=0; i<6; i++ )
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
s.alpha = 0.5;
s.SetShade("AAAAAA");
}
}
Wait;
Death:
EXP2 A 0 A_FlakExplode();
EXP2 ABCDEFGHIJKLMNOPQR 1 BRIGHT;
Stop;
}
}
Class FlakLight : DynamicLight
{
int cnt;
Default
{
DynamicLight.Type "Point";
args 255,224,128,150;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec3Offset(0,0,target.player.viewz-target.pos.z),true);
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
}
Class FlakCannon : UTWeapon
{
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_6);
}
action void A_FireChunks()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(160,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.3,-0.8),FRandom[Flak](-0.5,0.5)),4,-1.5,2,SWING_Spring,2,2);
A_AlertMonsters();
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+4.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
[x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
Vector3 offsets[8]; // vanilla adds these to each chunk
offsets[0] = (0,0,0);
offsets[1] = -z;
offsets[2] = 2*y+z;
offsets[3] = -y;
offsets[4] = 2*y-z;
offsets[5] = (0,0,0);
offsets[6] = y-z;
offsets[7] = 2*y+z;
Actor p;
for ( int i=0; i<8; i++ )
{
p = Spawn("FlakChunk",level.Vec3Offset(origin,offsets[i]));
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.1);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
p.target = self;
}
int numpt = Random[Flak](20,30);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSpark",origin);
UTViewSpark(s).ofs = (10,2,-3);
UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
s.target = self;
}
for ( int i=0; i<12; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-3);
UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.4,.4),FRandom[Flak](-.4,.4));
s.target = self;
s.scale *= 2.4;
s.alpha *= 0.5;
}
}
action void A_FireSlug()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/altfire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.4,-0.8),FRandom[Flak](0.4,0.8)),4,-1,3,SWING_Spring,3,5);
A_AlertMonsters();
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
Actor p = Spawn("FlakSlug",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;
int numpt = Random[Flak](10,15);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSpark",origin);
UTViewSpark(s).ofs = (10,2,-3);
UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
s.target = self;
}
for ( int i=0; i<16; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-3);
UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8));
s.target = self;
s.scale *= 2.4;
s.alpha *= 0.5;
}
}
Default
{
Tag "Flak Cannon";
Inventory.PickupMessage "You got the Flak Cannon.";
Weapon.UpSound "flak/select";
Weapon.SlotNumber 8;
Weapon.SelectionOrder 2;
Weapon.AmmoType "FlakAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "FlakAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
FPCK A -1;
Stop;
FPCK B -1;
Stop;
Ready:
FLKS ABDEGHJKMNPQSTVWYZ 1 A_WeaponReady(WRF_NOFIRE);
FKS2 BC 1 A_WeaponReady(WRF_NOFIRE);
FLKL A 1 A_Loading(true);
FLKL BCEFGIJKMNO 1;
Goto Idle;
Loading:
FLKL A 1
{
A_CheckReload();
if ( invoker.Ammo1.Amount > 0 ) A_Loading();
}
FLKL BCEFGIJKMNO 1;
Idle:
FLKI A 1 A_WeaponReady();
Wait;
Fire:
FLKF A 1 A_FireChunks();
FLKF BCDEFGHI 1;
FLKF J 4;
Goto Loading;
AltFire:
FLKA A 1 A_FireSlug();
FLKA BCDEFGHIJK 2;
FLKA K 4;
Goto Loading;
Select:
FLKS A 1 A_Raise(int.max);
Wait;
Deselect:
FLKD ABCDEFGHIJ 1;
FLKD J 1 A_Lower(int.max);
Wait;
MuzzleFlash:
FMUZ A 3 Bright
{
let l = Spawn("FlakLight",pos);
l.target = self;
}
Stop;
}
}