flak_m/zscript/translocator.zsc

418 lines
8.4 KiB
Text

Class ModuleHitbox : Actor
{
Default
{
Radius 10;
Height 4;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
if ( target )
{
if ( inflictor ) target.vel += level.Vec3Diff(inflictor.pos,pos).unit()*damage*0.2;
else if ( source ) target.vel += level.Vec3Diff(source.pos,pos).unit()*damage*0.2;
target.vel.z = 5;
}
if ( !target || (target.target && ((target.target == source) || target.target.isTeammate(source))) ) return 0;
target.bAMBUSH = true;
return 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos-(0,0,height*0.5),true);
if ( target.bMISSILE ) return;
let bi = BlockThingsIterator.Create(self,32);
while ( bi.Next() )
{
if ( !bi.Thing || (bi.Thing != target.target) ) continue;
if ( (Distance2D(bi.Thing)-bi.Thing.radius <= radius) && ((bi.Thing.pos.z <= pos.z+height) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-height)) )
{
A_PlaySound("misc/i_pkup");
target.Destroy();
return;
}
}
}
States
{
Spawn:
TNT1 A 10 A_AlertMonsters(0,AMF_TARGETEMITTER);
Wait;
}
}
Class TranslocatorGlowLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,255,255,40;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
}
}
Class TranslocatorGlow : Actor
{
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("TranslocatorGlowLight",pos);
l.target = self;
l.args[0] = fillcolor.r;
l.args[1] = fillcolor.g;
l.args[2] = fillcolor.b;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.Vec3Offset(0,0,10),true);
}
Default
{
Radius 0.1;
Height 0;
+NOCLIP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
RenderStyle "AddShaded";
StencilColor "FFFFFF";
Scale 0.5;
}
States
{
Spawn:
TGLO A -1 Bright;
Stop;
}
}
Class TranslocatorModule : Actor
{
Actor b;
Default
{
Radius 2;
Height 2;
Speed 20;
PROJECTILE;
-NOGRAVITY;
+USEBOUNCESTATE;
+SKYEXPLODE;
+HITTRACER;
BounceType "Doom";
BounceFactor 0.5;
WallBounceFactor 0.5;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !target )
{
Destroy();
return;
}
b = Spawn("ModuleHitbox",pos);
b.target = self;
A_PlaySound("transloc/hum",CHAN_VOICE,0.5,true,2.0);
}
override bool CanCollideWith( Actor other, bool passive )
{
return (other != tracer);
}
action void A_LightUp()
{
let l = Spawn("TranslocatorGlow",Vec3Offset(0,0,10));
l.target = self;
if ( !target || !target.player ) return;
Color gcol;
if ( deathmatch && (target.player.GetTeam() < teams.size()) ) gcol = teams[target.player.GetTeam()].mName;
else gcol = target.player.GetColor();
// maximize brightness
if ( (gcol.r+gcol.g+gcol.b) <= 0 ) gcol = "White";
else
{
int maxcomp = max(gcol.r,max(gcol.g,gcol.b));
int newr = int(gcol.r*(255./maxcomp));
int newg = int(gcol.g*(255./maxcomp));
int newb = int(gcol.b*(255./maxcomp));
gcol = Color(newr,newg,newb);
}
l.SetShade(gcol);
}
override void Tick()
{
Super.Tick();
if ( bAMBUSH && !Random[Transloc](0,40) )
{
A_PlaySound("transloc/spark");
int numpt = Random[Transloc](20,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Transloc](128,192));
}
numpt = Random[Transloc](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
}
}
States
{
Spawn:
TMOD A 1;
Wait;
Bounce:
TMOD A 0
{
A_SetPitch(0);
A_PlaySound("transloc/bounce");
}
Goto Spawn;
Death:
TMOD A 0
{
A_SetPitch(0);
if ( tracer )
{
SetOrigin(tracer.Vec2OffsetZ(0,0,pos.z),false);
vel.xy *= 0;
}
}
TMOD A 12;
TMOD B 8;
TMOD C -1 A_LightUp();
Stop;
}
}
Class TranslocatorAfterimage : Actor
{
Vector3 spreaddir;
Default
{
RenderStyle "AddStencil";
StencilColor "FF0000";
+NOCLIP;
+NOGRAVITY;
+DONTSPLASH;
+NOTELEPORT;
Radius 0.1;
Height 0;
Speed 1;
Alpha 0.1;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !target )
{
Destroy();
return;
}
scale = target.scale;
angle = target.angle;
pitch = target.pitch;
roll = target.roll;
sprite = target.sprite;
frame = target.frame;
vel = (FRandom[Transloc](-.5,.5),FRandom[Transloc](-.5,.5),FRandom[Transloc](-.5,.5));
}
action void A_Spread()
{
vel += invoker.spreaddir*speed;
A_FadeOut(0.003);
}
States
{
Spawn:
#### # 10 A_SetTics(Random[Transloc](20,50));
#### # 1 A_Spread();
Wait;
}
}
Class Translocator : UTWeapon
{
Actor module;
action void A_ThrowModule()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("transloc/throw",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x-8.0*y-12.0*z;
let p = Spawn("TranslocatorModule",origin);
p.target = self;
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.vel.z += 5;
invoker.module = p;
}
action void A_ReturnModule()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("transloc/return",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
if ( invoker.module && invoker.module.bAMBUSH )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
if ( invoker.module ) invoker.module.Destroy();
}
action void A_Translocate()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( !invoker.module )
{
invoker.FireEffect();
A_AlertMonsters();
A_PlaySound("transloc/return",CHAN_WEAPON);
return;
}
// check if there's enough space
Vector3 oldpos = pos, newpos = invoker.module.pos;
bool bBroken = invoker.module.bAMBUSH;
invoker.module.Destroy();
invoker.FireEffect();
A_AlertMonsters();
if ( Warp(self,newpos.x,newpos.y,newpos.z,flags:WARPF_ABSOLUTEPOSITION|WARPF_TESTONLY) && TeleportMove(newpos,true) )
{
SpawnTeleportFog(oldpos,true,false);
Vector3 diff = level.Vec3Diff(oldpos,newpos);
for ( int i=0; i<40; i++ )
{
let a = Spawn("TranslocatorAfterimage",oldpos);
a.target = self;
TranslocatorAfterimage(a).spreaddir = diff.unit();
a.speed = (diff.length()/400)**0.5;
}
SpawnTeleportFog(newpos,false,false);
player.fov = min(175,player.desiredfov+60);
}
else A_PlaySound("transloc/return",CHAN_WEAPON);
if ( bBroken )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
}
Default
{
Tag "Translocator";
Inventory.PickupMessage "You got the Translocator Source Module.";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 10;
+WEAPON.NO_AUTO_SWITCH;
}
States
{
Spawn:
TLCP A -1;
Stop;
TLCP B -1;
Stop;
Select:
TLCS A 1 A_Raise(int.max);
Wait;
Ready:
TLCS A 0 A_JumpIf(invoker.module,"Ready2");
TLCS ABCDEFGHIJKL 1;
TLCS L 0 A_JumpIf(invoker.module,"Idle");
Goto Idle2;
Ready2:
TLD2 GFEDCBA 2;
Idle:
TLCI A 0 A_Overlay(-9999,"Dummy"); // little hackeroo to make this more responsive
TLCI AB 25 A_JumpIf(!invoker.module,"PickedUp");
Goto Idle+1;
Dummy:
TNT1 A 2
{
A_WeaponReady();
return A_JumpIf(!invoker.module,"Null");
}
Wait;
Idle2:
TLI2 ABCDEFGHIJKLMNOPQRS 2 A_WeaponReady(WRF_NOSECONDARY);
Loop;
PickedUp:
TLCI A 5;
TLI2 A 0;
Goto Idle2;
Fire:
TLCF A 0 A_JumpIf(invoker.module,"Return");
TLCF A 0 A_ThrowModule();
TLCF ABCDEFGH 1;
TLCF IJKLMNOPQRS 1 A_WeaponReady();
Goto Idle;
Return:
TLCF A 0 A_ReturnModule();
TLCF ABCDEFGH 1;
Goto Idle2;
AltFire:
TLCT A 0 A_Translocate();
TLCT ABCDEFGHIJKLM 1;
Goto Idle2;
Deselect:
TLCD A 0 A_JumpIf(invoker.module,"Deselect2");
TLCD ABCDEFG 2;
TLCD G 1 A_Lower(int.max);
Wait;
Deselect2:
TLD2 ABCDEFG 2;
TLD2 G 1 A_Lower(int.max);
Wait;
}
}