Added some extra particle effects just for kicks. Made various actors freeze-aware. Tweaked a couple things here and there.
316 lines
7.3 KiB
Text
316 lines
7.3 KiB
Text
Class PulseAmmo : Ammo
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{
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Default
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{
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Tag "Pulse Cell";
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Inventory.PickupMessage "You picked up a Pulse Cell.";
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Inventory.Amount 25;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 25;
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}
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States
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{
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Spawn:
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PAMO A -1;
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Stop;
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}
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}
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Class PulseBall : Actor
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{
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Default
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{
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RenderStyle "Add";
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PROJECTILE;
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Scale 0.2;
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Speed 30;
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}
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override void PostBeginPlay()
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{
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A_PlaySound("pulse/fly",CHAN_BODY,0.8,true,8.0);
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}
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action void A_BallExp()
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{
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A_SetScale(0.45);
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A_PlaySound("pulse/hit",CHAN_BODY);
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}
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States
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{
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Spawn:
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PBAL ABCDE 1 Bright;
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Loop;
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Death:
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TNT1 A 0 A_BallExp();
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PBAL ABCDE 3 Bright;
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Stop;
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}
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}
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Class PulseBolt : Actor
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{
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}
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Class StarterBolt : PulseBolt
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{
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}
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Class PulseGun : UTWeapon
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{
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int clipcount;
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double sangle;
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StarterBolt beam;
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Property ClipCount : clipcount;
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action void A_Reloading()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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invoker.clipcount = Min(50,weap.Ammo1.Amount);
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A_PlaySound("pulse/reload",CHAN_WEAPON);
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}
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action void A_DrainAmmo()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.clipcount--;
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A_AlertMonsters();
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.5*y-2.4*z;
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int numpt = Random[Pulse](2,5);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Pulse](-.5,.5),FRandom[Pulse](-.5,.5),FRandom[Pulse](-.5,.5))).unit()*FRandom[Pulse](2,4);
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A_SpawnParticle("A0FFA0",SPF_FULLBRIGHT,Random[Pulse](10,20),FRandom[Pulse](1.2,2.4),0,origin.x-pos.x,origin.y-pos.y,origin.z-pos.z,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-0.1);
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A_SpawnParticle("60C040",SPF_FULLBRIGHT,Random[Pulse](15,25),FRandom[Pulse](2.4,3.6),0,origin.x-pos.x,origin.y-pos.y,origin.z-pos.z,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-0.1);
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}
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}
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action void A_PulseRefire( statelabel flash = null )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap || !player ) return;
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if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) )
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{
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A_ClearRefire();
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if ( weap.bAltFire ) player.setpsprite(PSP_WEAPON,weap.FindState("AltRelease"));
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else player.setpsprite(PSP_WEAPON,weap.FindState("Release"));
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return;
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}
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A_Refire(flash);
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}
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action void A_PulseFire()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.clipcount--;
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A_AlertMonsters();
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A_QuakeEx(1,1,1,2,0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
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A_Overlay(-2,"MuzzleFlash");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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Vector3 x, y, z;
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double a;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+4.0*y-2.0*z;
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origin += y*cos(invoker.sangle)*4.0+z*sin(invoker.sangle)*4.0;
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invoker.sangle += 100;
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Actor p = Spawn("PulseBall",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
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p.target = self;
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int numpt = Random[Pulse](2,5);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Pulse](-.5,.5),FRandom[Pulse](-.5,.5),FRandom[Pulse](-.5,.5))).unit()*FRandom[Pulse](2,4);
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A_SpawnParticle("A0FFA0",SPF_FULLBRIGHT,Random[Pulse](10,20),FRandom[Pulse](1.2,2.4),0,origin.x-pos.x,origin.y-pos.y,origin.z-pos.z,pvel.x,pvel.y,pvel.z,0,0,0,1,-1,-0.1);
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A_SpawnParticle("60C040",SPF_FULLBRIGHT,Random[Pulse](15,25),FRandom[Pulse](2.4,3.6),0,origin.x-pos.x,origin.y-pos.y,origin.z-pos.z,pvel.x,pvel.y,pvel.z,0,0,0,.5,-1,-0.1);
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}
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}
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action void A_StartBeam()
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{
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A_PlaySound("pulse/bolt",CHAN_WEAPON,1.0,true);
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invoker.beam = StarterBolt(Spawn("StarterBolt",pos));
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invoker.beam.target = self;
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}
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action void A_StopBeam()
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{
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A_StopSound(CHAN_WEAPON);
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if ( invoker.beam ) invoker.beam.Destroy();
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}
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Default
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{
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Tag "Pulse Gun";
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Inventory.PickupMessage "You got a Pulse Gun";
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Weapon.UpSound "pulse/select";
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Weapon.SlotNumber 5;
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Weapon.AmmoType "PulseAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "PulseAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 60;
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PulseGun.ClipCount 50;
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}
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States
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{
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Spawn:
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PGNP A -1;
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Stop;
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PGNP B -1;
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Stop;
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Ready:
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PGNS ABCDEFGHIJKLMNOPQRSTUVW 1;
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Idle:
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PGNI A 1
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{
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A_CheckReload();
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if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) return A_Jump(255,"Reload");
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A_WeaponReady(WRF_ALLOWRELOAD);
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return A_JumpIf(!Random[Pulse](0,300),1);
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}
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Wait;
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PGNI ABCDEFGHIJKLMNOPQRSTUVWXYZ 1
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{
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A_CheckReload();
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A_WeaponReady(WRF_ALLOWRELOAD);
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}
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Goto Idle;
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Fire:
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PGNI A 0 A_PlaySound("pulse/fire",CHAN_WEAPON,1.0,true);
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Hold:
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PGNF A 1 A_PulseFire();
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PGNF B 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF C 1 A_PulseFire();
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PGNF D 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF E 1 A_PulseFire();
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PGNF F 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF G 1 A_PulseFire();
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PGNF H 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF I 1 A_PulseFire();
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PGNF J 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF K 1 A_PulseFire();
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PGNF L 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF M 1 A_PulseFire();
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PGNF N 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF O 1 A_PulseFire();
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PGNF P 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF Q 1 A_PulseFire();
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PGNF R 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF S 1 A_PulseFire();
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PGNF T 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF U 1 A_PulseFire();
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PGNF V 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF W 1 A_PulseFire();
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PGNF X 1;
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PGNF Y 0 A_PulseRefire(1);
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Goto Release;
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PGNF Y 1 A_PulseFire();
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PGNF Z 1;
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PGF2 A 0 A_PulseRefire(1);
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Goto Release;
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PGF2 A 1 A_PulseFire();
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PGF2 B 1;
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PGF2 C 0 A_PulseRefire(1);
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Goto Release;
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PGF2 C 1 A_PulseFire();
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PGF2 D 1;
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PGF2 E 0 A_PulseRefire(1);
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Goto Release;
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PGF2 E 1 A_PulseFire();
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PGF2 F 1;
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PGF2 G 0 A_PulseRefire(1);
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Goto Release;
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PGF2 G 1 A_PulseFire();
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PGF2 H 1;
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PGF2 I 0 A_PulseRefire(1);
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Goto Release;
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PGF2 I 1 A_PulseFire();
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PGF2 J 1;
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PGF2 K 0 A_PulseRefire(1);
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Goto Release;
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PGF2 K 1 A_PulseFire();
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PGF2 L 1;
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PGF2 M 0 A_PulseRefire(1);
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Goto Release;
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PGF2 M 1 A_PulseFire();
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PGF2 N 1;
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PGNF A 0 A_PulseRefire("Hold");
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Release:
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PGNC A 0 A_PlaySound("pulse/down",CHAN_WEAPON);
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PGNC ABCDEFGHIJKLMNOPQRSTUVWXY 1;
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PGNI A 1;
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Goto Idle;
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AltFire:
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PGBS ABCDE 1;
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PGBL A 0 A_StartBeam();
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AltHold:
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PGBL A 1 A_DrainAmmo();
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PGBL B 1;
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PGBL C 0 A_PulseRefire(1);
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Goto AltRelease;
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PGBL C 1 A_DrainAmmo();
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PGBL D 1;
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PGBL E 0 A_PulseRefire(1);
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Goto AltRelease;
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PGBL E 1 A_DrainAmmo();
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PGBL F 1;
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PGBL G 0 A_PulseRefire(1);
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Goto AltRelease;
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PGBL G 1 A_DrainAmmo();
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PGBL H 1;
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PGBL I 0 A_PulseRefire(1);
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Goto AltRelease;
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PGBL I 1 A_DrainAmmo();
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PGBL J 1;
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PGBL A 0 A_PulseRefire("AltHold");
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AltRelease:
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PGBE A 0 A_StopBeam();
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PGBE ABCDE 1;
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Goto Idle;
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Reload:
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PGNI A 1 A_JumpIf(invoker.clipcount >= 50,"Idle");
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PGNR A 1 A_Reloading();
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PGNR BCDEFGHIJKLMNOPQRSTUVWXYZ 1;
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PGR2 ABCDEFGHIJKLMNOPQRSTUVWX 1;
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Goto Idle;
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Deselect:
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PGNS WVUTSRQPONMLKJIHGFEDCBA 1;
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PGNS A 1 A_Lower(int.max);
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Wait;
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Select:
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PGNS A 1 A_Raise(int.max);
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Wait;
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MuzzleFlash:
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PMUZ A 1 Bright;
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Stop;
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}
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}
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