flak_m/zscript/biorifle.zsc
Marisa Kirisame 775172a7a8 Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
Reduced the smoke on the minigun and casings for better performance.
Corrected the number of chunks (was 6, should be 8) fired by the flak cannon.
Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs.
Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT.
Misc. tweaks to health item textures.
Reduced the blur in the Redeemer view shader, it was too strong.
Fix expiration messages on powerups appearing on level changes.
Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
2019-01-24 22:50:46 +01:00

806 lines
20 KiB
Text

Class BioAmmo : Ammo
{
Default
{
Tag "Biosludge Ammo";
Inventory.PickupMessage "You picked up the Biosludge Ammo.";
Inventory.Amount 25;
Inventory.MaxAmount 100;
Ammo.BackpackAmount 50;
Ammo.BackpackMaxAmount 200;
Ammo.DropAmount 10;
}
States
{
Spawn:
BIOA A -1;
Stop;
}
}
Class BioAmmo2 : BioAmmo // small variant
{
Default
{
Tag "Biosludge Ammo";
Inventory.PickupMessage "You picked up the Small Biosludge Ammo.";
Inventory.Amount 10;
Ammo.DropAmount 5;
Scale 0.5;
}
States
{
Spawn:
BIOA A -1;
Stop;
}
}
Class BioSpark : Actor
{
Default
{
RenderStyle "Add";
Radius 2;
Height 2;
+NOBLOCKMAP;
+FORCEXYBILLBOARD;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+ROLLSPRITE;
+ROLLCENTER;
+NOTELEPORT;
+DONTSPLASH;
-BOUNCEAUTOOFF;
+BOUNCEAUTOOFFFLOORONLY;
BounceType "Doom";
BounceFactor 0.5;
WallBounceFactor 0.5;
Gravity 0.2;
Scale 0.06;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
frame = Random[GES](0,4);
roll = FRandom[GES](0,360);
}
States
{
Spawn:
GBLB # 1 Bright A_FadeOut(FRandom[GES](0.005,0.015));
Wait;
Death:
GBLB # 1 Bright A_FadeOut(FRandom[GES](0.04,0.06));
Wait;
Dummy:
GBLB ABCDE -1;
Stop;
}
}
Class BioHitbox : Actor
{
Default
{
Radius 3;
Height 6;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( target ) A_SetSize(1.5*target.scale.x,3*target.scale.y);
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
if ( inflictor == target ) return 0;
if ( target && !target.InStateSequence(target.CurState,target.ResolveState("XDeath")) )
{
target.bAMBUSH = true;
target.ExplodeMissile(null,inflictor);
}
return 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos-(0,0,height*0.5),true);
}
override bool CanCollideWith( Actor other, bool passive )
{
return !target.bNoGravity; // don't "intercept" while flying (doesn't seem to work, but at least I tried)
}
}
Class BioLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 64,255,48,8;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
args[LIGHT_INTENSITY] = int(8*target.Scale.x);
}
}
Class BioXLight : DynamicLight
{
double lifetime;
Default
{
DynamicLight.Type "Point";
Args 64,255,48,30;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 1.0;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(64*lifetime);
args[LIGHT_GREEN] = int(255*lifetime);
args[LIGHT_BLUE] = int(48*lifetime);
lifetime -= 0.05;
if ( lifetime <= 0 ) Destroy();
}
}
Class BioGel : Actor
{
Actor l, b;
enum EHitType
{
HIT_NONE,
HIT_WALL,
HIT_CEILING,
HIT_FLOOR
};
int hittype;
int deadtimer, dttimer;
Line atline;
int atside;
int atpart;
int atplane;
Sector atsector;
double atz;
double rollvel, pitchvel, yawvel;
Vector3 normal;
Actor atbridge;
bool onbridge;
Vector3 atbridgeofs;
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel.z += 3;
deadtimer = -1;
l = Spawn("BioLight",pos);
l.target = self;
rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
pitchvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
yawvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
}
override int SpecialMissileHit( Actor victim )
{
if ( victim == b ) return 1;
if ( (victim is 'BioHitbox') && ((victim.target == master) || (victim.target.master == master)) ) return 1;
return -1;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
if ( !bNOGRAVITY )
{
roll += rollvel;
pitch += pitchvel;
pitch += yawvel;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;
}
}
if ( deadtimer > -2 )
{
if ( onbridge ) // attempt to follow the movement of the bridge (if it's moving)
{
if ( atbridge )
{
if ( !Warp(atbridge,atbridgeofs.x,atbridgeofs.y,atbridgeofs.z,0,WARPF_ABSOLUTEOFFSET|WARPF_USECALLERANGLE|WARPF_COPYINTERPOLATION) )
deadtimer = min(deadtimer,0);
}
else deadtimer = min(deadtimer,0);
}
if ( atline ) // attempt to follow the movement of the line
{
if ( atpart == 1 )
{
if ( atline.flags&Line.ML_DONTPEGTOP ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1)),true);
}
else if ( atpart == -1 )
{
if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0)),true);
}
else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
if ( (pos.z > ceilingz) || (pos.z < floorz) ) deadtimer = min(deadtimer,0);
}
else if ( atsector ) // attempt to follow the movement of the plane
{
SetOrigin(Vec2OffsetZ(0,0,atz+cursector.GetPlaneTexZ(atplane)),true);
if ( ceilingz-floorz <= 2 ) deadtimer = min(deadtimer,0);
}
}
if ( !InStateSequence(CurState,FindState("XDeath")) && ((!bNOGRAVITY && !Random[GES](0,2)) || !Random[GES](0,10)) )
{
int numpt = Min(20,int(Scale.x*2))+Random[GES](-1,1);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1,3);
Vector3 spos = pos;
if ( atplane == 1 ) spos += Normal*2;
let s = Spawn("BioSpark",spos);
s.vel = pvel;
}
}
if ( deadtimer <= -1 ) return;
let bi = BlockThingsIterator.Create(self,4*Scale.x);
while ( bi.Next() )
{
if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) ) continue;
if ( (Distance2D(bi.Thing)-bi.Thing.radius <= 4*Scale.x) && ((bi.Thing.pos.z <= pos.z+4*Scale.x) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-4*Scale.x)) ) deadtimer = 0;
}
if ( deadtimer-- <= 0 )
{
deadtimer = -1;
SetStateLabel("XDeath");
}
}
// align self to what surface was hit, currently does not support 3d floors + slopes properly
virtual void AlignSelf()
{
bINTERPOLATEANGLES = false;
bHITOWNER = true;
A_NoGravity();
A_Stop();
if ( bAMBUSH )
{
SetStateLabel("XDeath");
return;
}
A_SetSize(0.1,0);
if ( tracer && tracer.bACTLIKEBRIDGE )
{
atbridge = tracer;
onbridge = true;
if ( (pos.x+radius) <= (atbridge.pos.x-atbridge.radius) )
{
// west side
normal = (-1,0,0);
SetOrigin((atbridge.pos.x-atbridge.radius,pos.y,pos.z),false);
atbridgeofs = pos-atbridge.pos;
angle = 180;
pitch = 0;
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
else if ( (pos.x-radius) >= (atbridge.pos.x+atbridge.radius) )
{
// east side
normal = (1,0,0);
SetOrigin((atbridge.pos.x+atbridge.radius,pos.y,pos.z),false);
atbridgeofs = pos-atbridge.pos;
angle = 0;
pitch = 0;
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
else if ( (pos.y+radius) <= (atbridge.pos.y-atbridge.radius) )
{
// north side
normal = (0,-1,0);
SetOrigin((pos.x,atbridge.pos.y-atbridge.radius,pos.z),false);
atbridgeofs = pos-atbridge.pos;
angle = 270;
pitch = 0;
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
else if ( (pos.y-radius) >= (atbridge.pos.y+atbridge.radius) )
{
// south side
normal = (0,1,0);
SetOrigin((pos.x,atbridge.pos.y+atbridge.radius,pos.z),false);
atbridgeofs = pos-atbridge.pos;
angle = 90;
pitch = 0;
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
else if ( pos.z >= (atbridge.pos.z+atbridge.height) )
{
// top of actor
normal = (0,0,1);
SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
atbridgeofs = pos-atbridge.pos;
pitch = -90;
angle = 0;
roll = FRandom[GES](0,360);
hittype = HIT_FLOOR;
}
else if ( (pos.z+height) <= atbridge.pos.z )
{
// bottom of actor
normal = (0,0,-1);
SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
pitch = 90;
angle = 0;
roll = FRandom[GES](0,360);
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_CEILING;
}
else
{
// inside of actor, just shove to the top or bottom based on our Z velocity
if ( vel.z <= 0 )
{
normal = (0,0,1);
SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
atbridgeofs = pos-atbridge.pos;
pitch = -90;
angle = 0;
roll = FRandom[GES](0,360);
hittype = HIT_FLOOR;
}
else
{
normal = (0,0,-1);
SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
pitch = 90;
angle = 0;
roll = FRandom[GES](0,360);
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_CEILING;
}
}
}
else if ( BlockingFloor )
{
atsector = BlockingFloor;
atplane = 0;
normal = BlockingFloor.floorplane.Normal;
pitch = asin(-normal.z);
angle = atan2(normal.y,normal.x);
roll = FRandom[GES](0,360);
SetOrigin((pos.x,pos.y,floorz)+normal*0.5,false);
atz = pos.z-BlockingFloor.GetPlaneTexZ(0);
hittype = HIT_FLOOR;
}
else if ( BlockingCeiling )
{
atsector = BlockingCeiling;
atplane = 1;
normal = BlockingCeiling.ceilingplane.Normal;
pitch = asin(-normal.z);
angle = atan2(normal.y,normal.x);
roll = FRandom[GES](0,360);
SetOrigin((pos.x,pos.y,ceilingz)+normal*0.5,false);
atz = pos.z-BlockingCeiling.GetPlaneTexZ(1);
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else if ( normal dot (0,0,-1) > 0.7 )
hittype = HIT_CEILING;
else hittype = HIT_FLOOR;
}
else
if ( BlockingLine )
{
atline = BlockingLine;
normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
atside = 1;
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
{
atside = 0;
normal *= -1;
}
Vector3 orig = (BlockingLine.v1.p.x,BlockingLine.v1.p.y,0);
Vector3 onwall = pos-(normal dot (pos-orig))*normal;
SetOrigin(onwall+normal*0.5,false);
// attempt to guess line part (upper/mid/lower)
if ( !atline.sidedef[1] ) atpart = 0; // mid
else if ( atline.sidedef[atside?0:1].sector.ceilingplane.ZAtPoint(pos.xy) < pos.z ) atpart = 1; // upper
else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > pos.z ) atpart = -1; // lower
else atpart = 0;
if ( atpart == 1 )
{
if ( atline.flags&Line.ML_DONTPEGTOP ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1);
}
else if ( atpart == -1 )
{
if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0);
}
else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
else atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
angle = atan2(normal.y,normal.x);
pitch = 0;
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
else hittype = HIT_WALL;
}
else
{
SetStateLabel("XDeath");
return;
}
b = Spawn("BioHitbox",pos);
b.target = self;
A_PlaySound("ges/hit");
A_SprayDecal("BioSplat",-172);
int numpt = Min(100,int(Scale.x*10))+Random[GES](-5,5);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (normal+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit()*FRandom[GES](3,6);
let s = Spawn("BioSpark",pos);
s.vel = pvel;
}
}
action void A_DropDrip()
{
let d = Spawn("BioSplash",pos+invoker.normal*2*scale.x);
d.target = target;
d.angle = angle;
d.pitch = pitch;
d.roll = roll;
d.master = self;
d.scale = scale*0.5;
d.vel.z -= 6;
}
action void A_GelExplode()
{
A_NoGravity();
A_Stop();
if ( invoker.l ) invoker.l.Destroy();
if ( invoker.b ) invoker.b.Destroy();
let s = Spawn("BioXLight",pos);
s.args[3] = int(s.args[3]*Scale.x);
invoker.deadtimer = -2;
if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
UTMainHandler.DoBlast(self,Min(175,int(Scale.x*50)),20000*Scale.x);
A_Explode(int(Random[GES](18,26)*Scale.x),Min(175,int(Scale.x*50)));
A_PlaySound("ges/explode",CHAN_VOICE);
int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](3,12);
let s = Spawn("BioSpark",pos);
s.vel = pvel;
}
numpt = Min(100,int(Scale.x*10))+Random[GES](-4,4);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1.2,2.4);
let s = Spawn("UTSmoke",pos+invoker.normal*4);
s.vel = pvel;
s.scale *= 2;
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
if ( Random[GES](0,1) ) s.SetShade("40FF60");
else s.SetShade("60FF40");
}
Scale *= 0.5;
}
Default
{
Obituary "%o drank a glass of %k's dripping green load.";
DamageType 'Slime';
RenderStyle "Add";
Radius 3;
Height 3;
Scale 2;
Speed 11;
Gravity 0.25;
PROJECTILE;
-NOGRAVITY;
+SKYEXPLODE;
+EXPLODEONWATER;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+MOVEWITHSECTOR;
+NODAMAGETHRUST;
+HITTRACER;
+INTERPOLATEANGLES;
}
States
{
Spawn:
GELF ABCDEFGHIJKLM 1 Bright;
Loop;
Death:
GELH A 1 Bright AlignSelf();
GELH BCDEFGHIJ 1 Bright;
GELH J 1 Bright A_SetTics(Random[GES](10,30));
GELH J -1 Bright
{
invoker.deadtimer = Random[GES](250,300);
if ( invoker.hittype == HIT_WALL ) return ResolveState("Slide");
else if ( invoker.hittype == HIT_CEILING ) return ResolveState("Drip");
return ResolveState(null);
}
Stop;
Drip:
GELD ABCDEFGH 4 Bright;
GELD I 4 Bright A_DropDrip();
GELD JKLM 4 Bright;
GELH J -1 Bright;
Stop;
Slide:
GELS ABCDEF 3 Bright;
GELS G -1 Bright;
Stop;
Crash:
XDeath:
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_NONE,"Explode");
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_WALL,2);
GELH J 1 Bright A_SetTics(Random[GES](1,3));
Goto Explode;
GELS G 1 Bright A_SetTics(Random[GES](1,3));
Goto Explode;
Explode:
TNT1 A 0 A_Jump(255,"Explode1","Explode2","Explode3");
Explode1:
GEX1 A 1 Bright A_GelExplode();
GEX1 BCDEFGHIJK 3 Bright;
Stop;
Explode2:
GEX2 A 1 Bright A_GelExplode();
GEX2 BCDEFGHIJK 3 Bright;
Stop;
Explode3:
GEX3 A 1 Bright A_GelExplode();
GEX3 BCDEFGHIJK 3 Bright;
Stop;
Shrivel:
GELX ABCDEFGHIJKL 1 Bright; // UNUSED
Stop;
}
}
Class BioGlob : BioGel
{
int numsplash;
override void AlignSelf()
{
Super.AlignSelf();
if ( !bAMBUSH ) numsplash = int(2*Scale.x)-1;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<2; i++ )
{
if ( numsplash-- <= 0 ) return;
Vector3 dir = (ofs+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit();
let d = Spawn("BioSplash",pos+ofs*4);
d.target = target;
d.master = self;
d.scale *= FRandom[GES](0.5,0.7);
d.angle = atan2(dir.y,dir.x);
d.pitch = -asin(dir.z);
d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[GES](0.3,0.4);
d.vel.z -= 3;
}
}
}
Class BioSplash : BioGel
{
override void AlignSelf()
{
Super.AlignSelf();
if ( hittype == HIT_CEILING ) hittype = HIT_FLOOR;
}
}
Class BioRifle : UTWeapon
{
double charge;
bool bCharging;
action void A_BioFire( bool alt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( !alt )
{
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
}
A_PlaySound("ges/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(48,0,255,0),1);
A_AlertMonsters();
if ( alt ) A_QuakeEx(1+int(0.5*invoker.charge),1+int(0.5*invoker.charge),1+int(0.5*invoker.charge),5+int(1.2*invoker.charge),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.charge);
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+8.0*y-5.0*z;
Actor p;
if ( alt )
{
p = Spawn("BioGlob",origin);
p.A_SetScale(1.0+invoker.charge*0.8);
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),1+invoker.charge*0.3,-0.1,3,SWING_Spring,3,2);
}
else
{
p = Spawn("BioGel",origin);
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),2,-0.5,2,SWING_Spring,2,2);
}
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;
for ( int i=0; i<12; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,4,-3);
s.scale *= 2.0;
s.target = self;
if ( Random[GES](0,1) ) s.SetShade("40FF60");
else s.SetShade("60FF40");
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
UTViewSmoke(s).vvel += (FRandom[GES](0.8,1.6),FRandom[GES](-0.5,0.5),FRandom[GES](-0.5,0.5));
}
}
action void A_BeginCharge()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
invoker.charge = 0;
A_PlaySound("ges/charge",CHAN_WEAPON);
invoker.bCharging = true;
}
action void A_ChargeUp()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
UTMainHandler.DoSwing(self,(FRandom[GES](-1,1),FRandom[GES](-1,1)),0.02*invoker.charge,0,5,SWING_Spring,0,2);
if ( invoker.charge >= 5.1 ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.charge = min(5.1,invoker.charge+0.5);
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
if ( bCharging ) return true;
return Super.CheckAmmo(fireMode,autoSwitch,requireAmmo,ammocount);
}
Default
{
Tag "GES Bio Rifle";
Inventory.PickupMessage "You got the GES BioRifle.";
Weapon.UpSound "ges/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 7;
Weapon.AmmoType "BioAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "BioAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 25;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
BIOP A -1;
Stop;
BIOP B -1;
Stop;
Ready:
BIOS ABCDEFGHIJKLMNOPQRSTUV 1 A_WeaponReady(WRF_NOFIRE);
Idle:
BIOI A 1
{
invoker.bCharging = false;
A_CheckReload();
A_WeaponReady();
}
Goto Idle;
Fire:
BIOF A 1 A_BioFire();
BIOF BCDEFGHI 1;
Goto Idle;
AltFire:
BIOC A 4 A_BeginCharge();
BIOC B 5 A_ChargeUp();
BIOC CD 5;
BIOC E 0 A_Refire(1);
Goto AltRelease;
BIOC E 5 A_ChargeUp();
BIOC FG 5;
BIOC H 0 A_Refire(1);
Goto AltRelease;
BIOC H 5 A_ChargeUp();
BIOC IJ 5;
BIOC K 0 A_Refire(1);
Goto AltRelease;
BIOC K 5 A_ChargeUp();
BIOC LM 5;
BIOC N 0 A_Refire(1);
Goto AltRelease;
BIOC N 5 A_ChargeUp();
BIOC OP 5;
BIOC Q 0 A_Refire(1);
Goto AltRelease;
BIOC Q 5 A_ChargeUp();
BIOC RS 5;
BIOC T 0 A_Refire(1);
Goto AltRelease;
BIOC T 5 A_ChargeUp();
BIOC UV 5;
BIOC W 0 A_Refire(1);
Goto AltRelease;
BIOC W 5 A_ChargeUp();
BIOC XY 5;
BIOC Z 0 A_Refire(1);
Goto AltRelease;
BIOC Z 5 A_ChargeUp();
BIC2 AB 5;
BIC2 C 0 A_Refire(1);
Goto AltRelease;
BIC2 C 5 A_ChargeUp();
BIC2 DE 5;
BIOM A 0 A_Refire(1);
Goto AltRelease;
AltHeld:
BIOM A 1;
BIOM A 0 A_Refire("AltHeld");
AltRelease:
BIOE A 1 { invoker.charge = min(5.1,invoker.charge+0.1); }
BIOF A 2 A_BioFire(true);
BIOF BCDEFGHI 2;
Goto Idle;
Select:
BIOS A 1 A_Raise(int.max);
Wait;
Deselect:
BIOD ABCDEFGHIJ 1;
BIOD J 1 A_Lower(int.max);
Wait;
}
}