Cleaned up some code (mostly related to server CVars). Proper angle interpolation. Snap player to floor when walking down steps like UE does (looks kinda twitchy due to lack of view height smoothing).
660 lines
14 KiB
Text
660 lines
14 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 50;
|
|
DamageFunction Random[Flak](15,20);
|
|
DamageType 'Shredded';
|
|
BounceType "Doom";
|
|
BounceFactor 0.8;
|
|
WallBounceFactor 0.8;
|
|
PROJECTILE;
|
|
+USEBOUNCESTATE;
|
|
-BOUNCEAUTOOFF;
|
|
+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;
|
|
A_SprayDecal("WallCrack",-8);
|
|
int numpt = Random[Flak](2,3);
|
|
if ( frame < 10 )
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
A_Gravity();
|
|
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();
|
|
A_PlaySound("flak/bounce",volume:0.3);
|
|
A_AlertMonsters();
|
|
bBOUNCEAUTOOFFFLOORONLY = true;
|
|
if ( vel.length() < 5.0 ) ExplodeMissile();
|
|
}
|
|
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
|
|
{
|
|
if ( vel.length() <= 5.0 ) return 0;
|
|
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;
|
|
Speed 40;
|
|
PROJECTILE;
|
|
-NOGRAVITY;
|
|
+SKYEXPLODE;
|
|
+EXPLODEONWATER;
|
|
+HITTRACER;
|
|
+FORCERADIUSDMG;
|
|
+NODAMAGETHRUST;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
vel.z += 4;
|
|
}
|
|
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] = Matrix4.GetAxes(pitch,angle,roll);
|
|
Actor p;
|
|
for ( int i=0; i<5; i++ )
|
|
{
|
|
p = Spawn("FlakChunk",pos);
|
|
p.bHITOWNER = true;
|
|
a = FRandom[Flak](0,360);
|
|
s = FRandom[Flak](0,0.2);
|
|
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](0.5,1.5);
|
|
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] = 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] = Matrix4.GetAxes(BulletSlope(),angle,roll);
|
|
Actor p;
|
|
for ( int i=0; i<6; i++ )
|
|
{
|
|
p = Spawn("FlakChunk",origin);
|
|
a = FRandom[Flak](0,360);
|
|
s = FRandom[Flak](0,0.2);
|
|
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;
|
|
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] = 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;
|
|
}
|
|
}
|