flak_m/zscript/chainsaw.zsc
Marisa Kirisame 4ea4eb0e3b Migrate replacements to CheckReplacement.
Added support for bridge actors on Biorifle (may be a bit glitchy).
Corrected air movement, added UT jump height, set dodge height to actual UT value.
2018-08-27 20:15:23 +02:00

252 lines
6.9 KiB
Text

Class SawImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal("WallCrack",20);
int numpt = Random[Chainsaw](5,10);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Chainsaw](-.8,.8),FRandom[Chainsaw](-.8,.8),FRandom[Chainsaw](-.8,.8))).unit()*FRandom[Chainsaw](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Chainsaw](128,192));
}
numpt = Random[Chainsaw](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)).unit()*FRandom[Chainsaw](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Chainsaw](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)).unit()*FRandom[Chainsaw](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class UTChainsaw : UTWeapon
{
double sawcnt;
action void A_SawHit()
{
A_QuakeEx(2,2,2,2,0,1,"",QF_RELATIVE,rollIntensity:0.15);
invoker.sawcnt += 1./TICRATE;
if ( invoker.sawcnt < 0.15 ) return;
invoker.sawcnt = 0;
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-4.0*z;
FLineTraceData d;
LineTrace(angle,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Chainsaw](20,30);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
d.HitActor.vel -= x*(500/d.HitActor.mass);
vel += x*(100/mass);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
}
action void A_SawSwipe( bool initial = false )
{
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
if ( initial ) 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-2.0*z;
FLineTraceData d;
double ang = (angle-60)+120*invoker.sawcnt;
LineTrace(ang,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Chainsaw](20,30);
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
d.HitActor.vel = -y*(1200/d.HitActor.mass);
vel += x*(100/mass);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
invoker.sawcnt += 0.1;
}
override void DetachFromOwner()
{
if ( Owner ) Owner.A_StopSound(CHAN_6);
A_PlaySound("chainsaw/lower",CHAN_6);
Super.DetachFromOwner();
}
action void A_Vibrate( bool bAlt = false )
{
invoker.sawcnt = 0;
A_AlertMonsters();
if ( bAlt ) A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE,rollIntensity:0.4);
else A_QuakeEx(0,0,0,2,0,1,"",QF_RELATIVE,rollIntensity:0.2);
if ( bAlt || Random[Chainsaw](0,2) ) return;
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+5.0*x+1.0*y-3.0*z;
for ( int i=0; i<5; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (5,1,-3);
s.scale *= 1.2;
s.alpha *= 0.2;
s.SetShade("202020");
s.target = self;
UTViewSmoke(s).vvel += (0,-0.2,0);
}
}
Default
{
Tag "Chainsaw";
Obituary "%k ripped into %o with a blood soaked Chainsaw.";
Inventory.PickupMessage "It's been twenty five years since I've seen one of these."; // was five years in UT99
Weapon.UpSound "chainsaw/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9;
+WEAPON.MELEEWEAPON;
+FORCEPAIN;
}
States
{
Spawn:
CSWP A -1;
Stop;
CSWP B -1;
Stop;
Select:
CSWS A 1 A_Raise(int.max);
Wait;
Ready:
CSWS ABCDEFGHIJLMNO 1
{
A_Vibrate();
A_WeaponReady(WRF_NOFIRE);
}
Idle:
CSWI A 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
CSWI ABCDEFGHIJ 1
{
A_Vibrate();
A_WeaponReady();
}
Goto Idle+1;
Fire:
CSWJ A 1 A_PlaySound("chainsaw/fire",CHAN_6,looping:true);
CSWJ BCDEF 1 A_Vibrate();
Hold:
CSWJ G 1 A_SawHit();
CSWJ H 0 A_Refire(1);
Goto Release;
CSWJ H 1 A_SawHit();
CSWJ I 0 A_Refire(1);
Goto Release;
CSWJ I 1 A_SawHit();
CSWJ J 0 A_Refire(1);
Goto Release;
CSWJ J 1 A_SawHit();
CSWJ K 0 A_Refire(1);
Goto Release;
CSWJ K 1 A_SawHit();
CSWJ L 0 A_Refire(1);
Goto Release;
CSWJ L 1 A_SawHit();
CSWJ M 0 A_Refire(1);
Goto Release;
CSWJ M 1 A_SawHit();
CSWJ N 0 A_Refire(1);
Goto Release;
CSWJ N 1 A_SawHit();
CSWJ O 0 A_Refire(1);
Goto Release;
CSWJ O 1 A_SawHit();
CSWJ P 0 A_Refire(1);
Goto Release;
CSWJ P 1 A_SawHit();
CSWJ Q 0 A_Refire(1);
Goto Release;
CSWJ Q 1 A_SawHit();
CSWJ R 0 A_Refire(1);
Goto Release;
CSWJ R 1 A_SawHit();
CSWJ S 0 A_Refire(1);
Goto Release;
CSWJ S 1 A_SawHit();
CSWJ G 0 A_Refire("Hold");
Release:
CSWJ FEDCBA 1 A_Vibrate();
Goto Idle;
AltFire:
CSWA A 0 A_PlaySound("chainsaw/fire",CHAN_6);
CSWA ABCDE 2 A_Vibrate(true);
CSWA F 2 A_Overlay(PSP_WEAPON+1,"AltFireSwipes");
CSWA GHIJ 2;
CSWA K 2 A_Vibrate(true);
CSWA K 0 A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
Goto Ready;
AltFireSwipes:
TNT1 A 1 A_SawSwipe(true);
TNT1 AAAAAAAAA 1 A_SawSwipe();
Stop;
Deselect:
CSWD A 0 A_PlaySound("chainsaw/lower",CHAN_6);
CSWD ABCDEF 1;
CSWD F 1 A_Lower(int.max);
Wait;
}
}