flak_m/zscript/minigun.zsc
Marisa Kirisame 6c096e1b0f Rebalanced things across the board, buffing relatively weak weapons.
Double capacity with backpack for all ammo (except Redeemer, it just gets one extra).
Made Enhanced Shock Rifle ammo drain over time (1 unit per second).
Uncapped health and armor numbers in the HUD.
Fixed Jump Boots not persisting between levels.
Increased duration of invisibility.
Made translocator toggleable (currently requires manually selecting "apply changes" under the menu option).
2018-06-03 16:04:00 +02:00

439 lines
10 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, 1;
DropItem "RifleAmmo", 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();
Vector3 dir = level.Vec3Diff(pos,dest);
if ( dir.length() < 200 )
{
Destroy();
return;
}
dir = dir.unit();
SetOrigin(Vec3Offset(dir.x*200,dir.y*200,dir.z*200),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 = min(invoker.bcnt,3);
if ( invoker.bcnt-- > 0 ) return;
invoker.bcnt = alt?3:5;
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(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
else A_QuakeEx(2,2,2,5,0,1,"",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*4.0-z*6.0;
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](12,18); // 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');
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;
}
origin += x*8.0+y*4.0-z*2.0;
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 )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( weap.Ammo1.Amount <= 0 )
{
A_ClearRefire();
player.setpsprite(PSP_WEAPON,weap.FindState("Unwind"));
return;
}
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;
}
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;
AltFire2:
MGNF A 1 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 A_MinigunRefire(1);
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;
MGU2 ABCDEFGHIJKLM 1;
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;
Dummy:
MMUZ ABCDEFGHI -1;
Stop;
}
}