flak_m/zscript/minigun.zsc
Marisa Kirisame 3267c89487 Correctly implement some projectile damages. Readjust damages to adapt to this change.
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.
2018-08-17 20:30:32 +02:00

405 lines
9.4 KiB
Text

Class Tier6Ammo : RandomSpawner2 replaces Cell
{
Default
{
DropItem "EClip", 255, 1;
DropItem "RifleAmmo2", 255, 1;
}
}
Class Tier6Ammo2 : RandomSpawner2 replaces CellPack
{
Default
{
DropItem "MiniAmmo", 255, 6;
DropItem "RifleAmmo", 255, 6;
DropItem "WarheadAmmo", 255, 1;
}
}
Class Tier6Weapon : RandomSpawner2 replaces PlasmaRifle
{
Default
{
DropItem "Minigun", 255, 1;
DropItem "SniperRifle", 255, 1;
}
}
Class MiniAmmo : Ammo
{
Default
{
Tag "Large Bullets";
Inventory.PickupMessage "You picked up 50 bullets.";
Inventory.Amount 50;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 100;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 20;
}
States
{
Spawn:
MAMO A -1;
Stop;
}
}
Class MinigunLight : EnforcerLight
{
override void PostBeginPlay()
{
Super.PostBeginPlay();
args[LIGHT_INTENSITY] = Random[Minigun](120,180);
}
}
Class MinigunTracer : Actor
{
Vector3 dest;
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOCLIP;
+NOGRAVITY;
+DONTSPLASH;
}
override void Tick()
{
Super.Tick();
if ( level.frozen || globalfreeze ) return;
Vector3 dir = level.Vec3Diff(pos,dest);
if ( dir.length() < 160 )
{
Destroy();
return;
}
dir = dir.unit();
SetOrigin(Vec3Offset(dir.x*160,dir.y*160,dir.z*160),true);
A_SetAngle(atan2(dir.y,dir.x),SPF_INTERPOLATE);
A_SetPitch(asin(-dir.z),SPF_INTERPOLATE);
A_SetRoll(roll+60,SPF_INTERPOLATE);
}
States
{
Spawn:
TRAC A -1 Bright;
Stop;
}
}
Class Minigun : UTWeapon
{
int bcnt;
action void A_FireBullet( bool alt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
A_Overlay(-2,"MuzzleFlash",true);
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
if ( (alt && (invoker.bcnt++ < 3)) || (invoker.bcnt++ < 5) ) return;
invoker.bcnt = 0;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
A_AlertMonsters();
if ( alt ) A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
else A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
let l = Spawn("MinigunLight",pos);
l.target = self;
if ( !alt ) MinigunLight(l).cnt--;
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*2.0-z*2.0;
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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);
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Minigun](16,20); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,dmg*500);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
p.scale *= 0.75;
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
p.scale *= 0.75;
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
if ( !Random[Minigun](0,1) )
{
let t = Spawn("MinigunTracer",origin+x*20.0);
t.angle = atan2(dir.y,dir.x);
t.pitch = asin(-dir.z);
MinigunTracer(t).dest = d.HitLocation;
}
for ( int i=0; i<4; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
s.scale *= 1.5;
s.alpha *= 0.6;
UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3));
s.target = self;
}
origin += x*8.0+y*5.0-z*5.0;
let c = Spawn("UTCasing",origin);
c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
c.Scale *= 0.5;
}
action void A_MinigunRefire( statelabel flash = null, bool nounwind = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( weap.Ammo1.Amount <= 0 )
{
if ( nounwind ) return;
A_ClearRefire();
player.setpsprite(PSP_WEAPON,weap.FindState("Unwind"));
return;
}
if ( nounwind )
{
if ( player.cmd.buttons&BT_ALTATTACK )
{
weap.bAltFire = true;
flash = "AltFire";
}
else
{
weap.bAltFire = false;
flash = "Fire";
}
}
A_Refire(flash);
}
Default
{
Tag "Minigun";
Obituary "%k's Minigun turned %o into a leaky piece of meat.";
Inventory.PickupMessage "You got the Minigun.";
Weapon.UpSound "minigun/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 3;
Weapon.AmmoType "MiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "MiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 50;
Weapon.Kickback 180;
UTWeapon.DropAmmo 20;
}
States
{
Spawn:
MGNP A -1;
Stop;
MGNP B -1;
Stop;
Select:
MGNS A 1 A_Raise(int.max);
Wait;
Ready:
MGNS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
Idle:
MGNI ABCDEFGHIJKLMNOPQRS 5
{
A_CheckReload();
A_WeaponReady();
}
Loop;
Fire:
AltFire:
MGNI A 3 { invoker.bcnt = 5; }
Hold:
MGNF A 1
{
A_PlaySound("minigun/fire",CHAN_WEAPON,1.0,true);
A_FireBullet();
}
MGNF B 0 A_MinigunRefire(1);
Goto Unwind;
MGNF B 1 A_FireBullet();
MGNF C 0 A_MinigunRefire(1);
Goto Unwind;
MGNF C 1 A_FireBullet();
MGNF D 0 A_MinigunRefire(1);
Goto Unwind;
MGNF D 1 A_FireBullet();
MGNF E 0 A_MinigunRefire(1);
Goto Unwind;
MGNF E 1 A_FireBullet();
MGNF F 0 A_MinigunRefire(1);
Goto Unwind;
MGNF F 1 A_FireBullet();
MGNF G 0 A_MinigunRefire(1);
Goto Unwind;
MGNF G 1 A_FireBullet();
MGNF H 0 A_MinigunRefire(1);
Goto Unwind;
MGNF H 1 A_FireBullet();
MGNF I 0 A_MinigunRefire(1);
Goto Unwind;
MGNF I 1 A_FireBullet();
MGNF J 0 A_MinigunRefire(1);
Goto Unwind;
MGNF J 1 A_FireBullet();
MGNF K 0 A_MinigunRefire(1);
Goto Unwind;
MGNF K 1 A_FireBullet();
MGNF L 0 A_MinigunRefire(1);
Goto Unwind;
MGNF L 1 A_FireBullet();
MGNF M 0 A_MinigunRefire(1);
Goto Unwind;
MGNF M 1 A_FireBullet();
MGNF N 0 A_MinigunRefire(1);
Goto Unwind;
MGNF N 1 A_FireBullet();
MGNF O 0 A_MinigunRefire(1);
Goto Unwind;
MGNF O 1 A_FireBullet();
MGNF P 0 A_MinigunRefire(1);
Goto Unwind;
MGNF P 1 A_FireBullet();
MGNF Q 0 A_MinigunRefire(1);
Goto Unwind;
MGNF Q 1 A_FireBullet();
MGNF R 0 A_MinigunRefire(1);
Goto Unwind;
MGNF R 1 A_FireBullet();
MGNF S 0 A_MinigunRefire(1);
Goto Unwind;
MGNF S 1 A_FireBullet();
MGNF A 0
{
if ( invoker.bAltFire ) A_MinigunRefire(1);
else A_MinigunRefire("Hold");
}
Goto Unwind;
AltHold:
MGNF A 1
{
A_PlaySound("minigun/altfire",CHAN_WEAPON,1.0,true);
A_FireBullet(true);
}
MGNF D 0 A_MinigunRefire(1);
Goto Unwind;
MGNF D 1 A_FireBullet(true);
MGNF G 0 A_MinigunRefire(1);
Goto Unwind;
MGNF G 1 A_FireBullet(true);
MGNF J 0 A_MinigunRefire(1);
Goto Unwind;
MGNF J 1 A_FireBullet(true);
MGNF M 0 A_MinigunRefire(1);
Goto Unwind;
MGNF M 1 A_FireBullet(true);
MGNF P 0 A_MinigunRefire(1);
Goto Unwind;
MGNF P 1 A_FireBullet(true);
MGNF S 0 A_MinigunRefire(1);
Goto Unwind;
MGNF S 1 A_FireBullet(true);
MGNF C 0 A_MinigunRefire(1);
Goto Unwind;
MGNF C 1 A_FireBullet(true);
MGNF F 0 A_MinigunRefire(1);
Goto Unwind;
MGNF F 1 A_FireBullet(true);
MGNF I 0 A_MinigunRefire(1);
Goto Unwind;
MGNF I 1 A_FireBullet(true);
MGNF L 0 A_MinigunRefire(1);
Goto Unwind;
MGNF L 1 A_FireBullet(true);
MGNF O 0 A_MinigunRefire(1);
Goto Unwind;
MGNF O 1 A_FireBullet(true);
MGNF R 0 A_MinigunRefire(1);
Goto Unwind;
MGNF R 1 A_FireBullet(true);
MGNF B 0 A_MinigunRefire(1);
Goto Unwind;
MGNF B 1 A_FireBullet(true);
MGNF E 0 A_MinigunRefire(1);
Goto Unwind;
MGNF E 1 A_FireBullet(true);
MGNF H 0 A_MinigunRefire(1);
Goto Unwind;
MGNF H 1 A_FireBullet(true);
MGNF K 0 A_MinigunRefire(1);
Goto Unwind;
MGNF K 1 A_FireBullet(true);
MGNF N 0 A_MinigunRefire(1);
Goto Unwind;
MGNF N 1 A_FireBullet(true);
MGNF Q 0 A_MinigunRefire(1);
Goto Unwind;
MGNF Q 1 A_FireBullet(true);
MGNF A 0 A_MinigunRefire("AltHold");
Goto Unwind;
Unwind:
MGNU A 0 A_PlaySound("minigun/unwind",CHAN_WEAPON);
MGNU ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_MinigunRefire(null,true);
MGU2 ABCDEFGHIJKLM 1 A_MinigunRefire(null,true);
Goto Idle;
Deselect:
MGND A 1 A_StopSound(CHAN_WEAPON);
MGND BCDEFGHIJ 1;
MGND J 1 A_Lower(int.max);
Wait;
MuzzleFlash:
TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9);
Stop;
MMUZ A 2 Bright;
Stop;
MMUZ B 2 Bright;
Stop;
MMUZ C 2 Bright;
Stop;
MMUZ D 2 Bright;
Stop;
MMUZ E 2 Bright;
Stop;
MMUZ F 2 Bright;
Stop;
MMUZ G 2 Bright;
Stop;
MMUZ H 2 Bright;
Stop;
MMUZ I 2 Bright;
Stop;
}
}