flak_m/zscript/powerups.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

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Text

Class UDamage : PowerupGiver
{
Default
{
Tag "Damage Amplifier";
Inventory.PickupMessage "You got the Damage Amplifier!";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.MaxAmount 0;
Powerup.Type "DamageAmplifier";
Inventory.PickupSound "udamage/pickup";
Inventory.RespawnTics 4200;
}
States
{
Spawn:
UDAM A -1;
Stop;
}
}
Class DamageAmpLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 238,0,255,80;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
if ( target.player )
SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
else SetOrigin(target.Vec3Offset(0,0,target.height/2),true);
args[LIGHT_INTENSITY] = Random[ASMD](10,12)*8;
bDORMANT = Powerup(master).isBlinking();
}
}
Class DamageAmplifier : Powerup
{
Actor l;
Default
{
Powerup.Duration -60;
Powerup.Color "EE00FF", 0.05;
}
override void BeginPlay()
{
Super.BeginPlay();
if ( deathmatch ) EffectTics /= 2;
}
override void InitEffect()
{
Super.InitEffect();
l = Spawn("DamageAmpLight",Owner.pos);
l.target = Owner;
l.master = self;
}
override void DoEffect()
{
Super.DoEffect();
if ( (EffectTics == 175) || (EffectTics == 140) || (EffectTics == 105) || (EffectTics == 70) || (EffectTics == 35) )
Owner.A_PlaySound("udamage/drain",CHAN_7,1.0,false,0.25);
}
override void EndEffect()
{
Super.EndEffect();
if ( EffectTics <= 0 ) PrintPickupMessage(true,"Damage Amplifier has worn off.");
}
override bool isBlinking()
{
return ((EffectTics <= 175) && (EffectTics%35 >= 30));
}
void FireEffect()
{
if ( EffectTics < 350 ) Owner.A_PlaySound("udamage/fire2",CHAN_7,1.0,false,0.25);
else Owner.A_PlaySound("udamage/fire1",CHAN_7,1.0,false,0.25);
UTMainHandler.DoFlash(Owner,Color(96,238,0,255),10);
}
override void ModifyDamage( int damage, Name damageType, out int newdamage, bool passive )
{
if ( passive || (damage <= 0) ) return;
newdamage = max(1,ApplyDamageFactors(GetClass(),damageType,damage,damage*3));
if ( !(Owner.player.ReadyWeapon is 'UTWeapon') ) FireEffect();
}
}
// Backpack that only gives ammo for valid weapons
Class UTBackpack : BackpackItem
{
override Inventory CreateCopy( Actor other )
{
// Find every unique type of ammoitem. Give it to the player if
// he doesn't have it already, and double its maximum capacity.
for ( int i=0; i<AllActorClasses.Size(); i++ )
{
let type = (class<Ammo>)(AllActorClasses[i]);
if ( !type || (type.GetParentClass() != 'Ammo') ) continue;
// check that it's for a valid weapon
bool isvalid = false;
for ( int j=0; j<AllActorClasses.Size(); j++ )
{
let type2 = (class<Weapon>)(AllActorClasses[j]);
if ( !type2 ) continue;
let rep = GetReplacement(type2);
if ( (rep != type2) && !(rep is "DehackedPickup") ) continue;
readonly<Weapon> weap = GetDefaultByType(type2);
if ( !other.player || !other.player.weapons.LocateWeapon(type2) || weap.bCheatNotWeapon ) continue;
if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) )
{
isvalid = true;
break;
}
}
if ( !isvalid ) continue;
let ammoitem = Ammo(other.FindInventory(type));
int amount = GetDefaultByType(type).BackpackAmount;
// extra ammo in baby mode and nightmare mode
if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
if ( amount < 0 ) amount = 0;
if ( !ammoitem )
{
// The player did not have the ammoitem. Add it.
ammoitem = Ammo(Spawn(type));
ammoitem.Amount = bDepleted?0:amount;
if ( ammoitem.BackpackMaxAmount > ammoitem.MaxAmount )
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
if ( ammoitem.Amount > ammoitem.MaxAmount )
ammoitem.Amount = ammoitem.MaxAmount;
ammoitem.AttachToOwner(other);
}
else
{
// The player had the ammoitem. Give some more.
if ( ammoitem.MaxAmount < ammoitem.BackpackMaxAmount )
ammoitem.MaxAmount = ammoitem.BackpackMaxAmount;
if ( !bDepleted && (ammoitem.Amount < ammoitem.MaxAmount) )
{
ammoitem.Amount += amount;
if ( ammoitem.Amount > ammoitem.MaxAmount )
ammoitem.Amount = ammoitem.MaxAmount;
}
}
}
return Inventory.CreateCopy(other);
}
override bool HandlePickup (Inventory item)
{
// Since you already have a backpack, that means you already have every
// kind of ammo in your inventory, so we don't need to look at the
// entire PClass list to discover what kinds of ammo exist, and we don't
// have to alter the MaxAmount either.
if ( item is 'BackpackItem' )
{
for ( let probe = Owner.Inv; probe; probe = probe.Inv )
{
if ( probe.GetParentClass() != 'Ammo' ) continue;
if ( probe.Amount >= probe.MaxAmount && !sv_unlimited_pickup ) continue;
int amount = Ammo(probe).Default.BackpackAmount;
// extra ammo in baby mode and nightmare mode
if ( !bIgnoreSkill )
amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
probe.Amount += amount;
if ( (probe.Amount > probe.MaxAmount) && !sv_unlimited_pickup )
probe.Amount = probe.MaxAmount;
}
// The pickup always succeeds, even if you didn't get anything
item.bPickupGood = true;
return true;
}
return false;
}
Default
{
Tag "Backpack";
Inventory.PickupMessage "You got a Backpack.";
Inventory.RespawnTics 2100;
}
States
{
Spawn:
BPAK A -1;
Stop;
}
}
Class PowerUTInvisibility : PowerInvisibility
{
Default
{
Powerup.Duration -100;
Powerup.Strength 90;
Powerup.Mode "Additive";
Powerup.Color "FFFFFF", 0.1;
}
override void BeginPlay()
{
Super.BeginPlay();
if ( deathmatch ) EffectTics /= 2;
}
override void EndEffect()
{
Super.EndEffect();
if ( EffectTics <= 0 ) PrintPickupMessage(true,"Invisibility has worn off.");
}
}
Class UTInvisibility : PowerupGiver
{
Default
{
Tag "Invisibility";
+COUNTITEM;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.BIGPOWERUP;
Inventory.MaxAmount 0;
Powerup.Type "PowerUTInvisibility";
Inventory.PickupMessage "You have Invisibility.";
Inventory.PickupSound "invis/pickup";
Inventory.RespawnTics 4200;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UTInvisibilityX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
INVS A -1;
Stop;
}
}
Class UTInvisibilityX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
Radius 0.1;
Height 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION);
bInvisible = target.bInvisible;
}
States
{
Spawn:
INVS A -1 Bright;
Stop;
}
}
Class UTMapRevealer : MapRevealer
{
Default
{
+COUNTITEM;
+INVENTORY.FANCYPICKUPSOUND;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 0;
Inventory.PickupSound "trans/pickup";
Inventory.PickupMessage "You got the Computer Map.";
}
States
{
Spawn:
TRNS A -1;
Stop;
}
}
Class UTJumpBoots : Inventory
{
Default
{
Tag "AntiGrav Boots";
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 2100;
Inventory.MaxAmount 2100;
Inventory.InterHubAmount 2100;
Inventory.PickupMessage "You picked up the AntiGrav boots.";
Inventory.PickupSound "boot/pickup";
Inventory.RespawnTics 1050;
}
override bool Use( bool pickup )
{
if ( pickup )
{
Owner.GiveInventory("PowerJumpBoots_HighJump",1);
if ( flak_radboots )
Owner.GiveInventory("PowerJumpBoots_IronFeet",1);
}
return false;
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player ) return;
if ( flak_radboots )
amount--;
if ( (amount > 0) && (owner.player.jumptics == -1) )
{
Amount = max(0,Amount-700);
Owner.A_PlaySound("boot/jump",CHAN_BODY);
}
else if ( (Amount <= 0) && owner.player.onground )
{
PrintPickupMessage(true,"The AntiGrav Boots have drained.");
DepleteOrDestroy();
}
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
Owner.TakeInventory("PowerJumpBoots_HighJump",1);
Owner.TakeInventory("PowerJumpBoots_IronFeet",1);
}
override void OwnerDied()
{
Super.OwnerDied();
DepleteOrDestroy();
}
States
{
Spawn:
JBUT A -1;
Stop;
}
}
Class PowerJumpBoots_HighJump : PowerHighJump
{
Default
{
Powerup.Strength 3;
Powerup.Duration int.max;
+INVENTORY.PERSISTENTPOWER;
}
}
Class PowerJumpBoots_IronFeet : PowerIronFeet
{
Default
{
Powerup.Duration int.max;
Powerup.Color "00 00 00", 0.0;
+INVENTORY.PERSISTENTPOWER;
}
override void AbsorbDamage( int damage, Name damageType, out int newdamage )
{
}
override void DoEffect()
{
Powerup.DoEffect();
if ( !flak_radboots )
DepleteOrDestroy();
}
}
Class Searchlight : Inventory
{
Actor lt[3];
int ticcnt;
Default
{
Tag "Searchligh";
+COUNTITEM;
+INVENTORY.UNTOSSABLE;
+INVENTORY.FANCYPICKUPSOUND;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.ALWAYSPICKUP;
Inventory.Amount 200;
Inventory.MaxAmount 200;
Inventory.InterHubAmount 0;
Inventory.PickupMessage "You picked up the Searchlight.";
}
override bool Use( bool pickup )
{
if ( !lt[0] ) lt[0] = Spawn("mkLight");
lt[0].target = owner;
lt[0].master = self;
if ( !lt[1] ) lt[1] = Spawn("mkLight2");
lt[1].target = owner;
lt[1].master = self;
if ( !lt[2] ) lt[2] = Spawn("mkLight3");
lt[2].target = owner;
lt[2].master = self;
return Super.Use(pickup);
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
if ( lt[2] ) lt[2].Destroy();
}
override void DoEffect()
{
Super.DoEffect();
if ( !Owner ) return;
if ( ticcnt++ < TICRATE ) return;
ticcnt = 0;
if ( --Amount <= 0 )
{
PrintPickupMessage(true,"Searchlight batteries have died.");
DepleteOrDestroy();
}
}
States
{
Spawn:
SLIT A -1;
Stop;
}
}
/* hello, Soundless Mound copypasted lights */
Class mkLight : DynamicLight
{
int basecolor[3];
Default
{
DynamicLight.Type "Point";
+DynamicLight.SPOT;
+DynamicLight.ATTENUATE;
+DynamicLight.DONTLIGHTSELF;
args 255,224,160,300;
DynamicLight.SpotInnerAngle 20;
DynamicLight.SpotOuterAngle 35;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
basecolor[0] = args[LIGHT_RED];
basecolor[1] = args[LIGHT_GREEN];
basecolor[2] = args[LIGHT_BLUE];
}
override void Tick()
{
Super.Tick();
if ( !target || !Inventory(master) )
{
Destroy();
return;
}
if ( target.player ) SetOrigin((target.pos.x,target.pos.y,target.player.viewz),true);
else SetOrigin(target.vec3Offset(0,0,target.height*0.75),true);
A_SetAngle(target.angle,SPF_INTERPOLATE);
A_SetPitch(target.pitch,SPF_INTERPOLATE);
args[LIGHT_RED] = int(basecolor[0]*clamp(Inventory(master).amount/40.,0.,1.));
args[LIGHT_GREEN] = int(basecolor[1]*clamp(Inventory(master).amount/40.,0.,1.));
args[LIGHT_BLUE] = int(basecolor[2]*clamp(Inventory(master).amount/40.,0.,1.));
bDORMANT = (target.health <= 0);
if ( Inventory(target) && target.bInvisible ) bDORMANT = true;
// alert monsters hit by the light
if ( GetClass() != "mkLight" ) return;
if ( !bDORMANT && target.player && (target.health > 0) )
{
BlockThingsIterator bt = BlockThingsIterator.Create(target,args[LIGHT_INTENSITY]);
while ( bt.Next() )
{
if ( !bt.Thing || (Distance3D(bt.Thing) > args[LIGHT_INTENSITY]) ) continue;
Vector3 aimdir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
Vector3 reldir = Vec3To(bt.Thing).unit();
if ( (acos(aimdir dot reldir) < SpotOuterAngle+5) && bt.Thing.CheckSight(target) ) bt.Thing.LastHeard = target;
}
}
}
}
Class mkLight2 : mkLight
{
Default
{
args 128,112,96,300;
DynamicLight.SpotInnerAngle 0;
DynamicLight.SpotOuterAngle 50;
}
}
Class mkLight3 : DynamicLight
{
int basecolor[3];
Default
{
DynamicLight.Type "Point";
+DynamicLight.ATTENUATE;
args 32,28,24,0;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
basecolor[0] = args[LIGHT_RED];
basecolor[1] = args[LIGHT_GREEN];
basecolor[2] = args[LIGHT_BLUE];
}
override void Tick()
{
Super.Tick();
if ( !target || Inventory(target) || !Inventory(master) )
{
Destroy();
return;
}
args[LIGHT_RED] = int(basecolor[0]*clamp(Inventory(master).amount/40.,0.,1.));
args[LIGHT_GREEN] = int(basecolor[1]*clamp(Inventory(master).amount/40.,0.,1.));
args[LIGHT_BLUE] = int(basecolor[2]*clamp(Inventory(master).amount/40.,0.,1.));
SetOrigin(target.vec3Offset(0,0,target.height*0.5),true);
}
}