flak_m/zscript/enforcer.zsc

606 lines
15 KiB
Text

Class EClip : MiniAmmo
{
Default
{
Tag "$T_CLIP"; // "Large Bullets" in UT, but I think that's an oversight, since it's the same as the Minigun ammo
Inventory.PickupMessage "$I_CLIP";
Inventory.Amount 20;
Ammo.DropAmount 5;
}
States
{
Spawn:
ECLP A -1;
Stop;
}
}
Class EnforcerLight : DynamicLight
{
int cnt;
Default
{
DynamicLight.Type "Point";
args 255,224,64,150;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
}
Class BulletImpact : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
Scale 0.25;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal("Pock",-20);
int numpt = int(Random[Enforcer](5,10)*scale.x*4);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Enforcer](-.8,.8),FRandom[Enforcer](-.8,.8),FRandom[Enforcer](-.8,.8))).unit()*FRandom[Enforcer](0.1,1.2);
let s = Spawn("UTSmoke",pos+x*2);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Enforcer](128,192));
}
numpt = int(Random[Enforcer](3,8)*scale.x*4);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1)).unit()*FRandom[Enforcer](2,8);
let s = Spawn("UTSpark",pos+x*2);
s.vel = pvel;
}
numpt = int(Random[Enforcer](2,5)*scale.x*4);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1),FRandom[Enforcer](-1,1)).unit()*FRandom[Enforcer](2,8);
let s = Spawn("UTChip",pos+x*2);
s.vel = pvel;
}
A_PlaySound("bullet/hit",CHAN_VOICE,attenuation:3.0);
}
States
{
Spawn:
BIMP ABCDE 1 Bright;
Stop;
}
}
Class UTCasing : Actor
{
int deadtimer, numbounces;
double pitchvel, anglevel;
double heat;
Default
{
Radius 2;
Height 2;
+NOBLOCKMAP;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+USEBOUNCESTATE;
+INTERPOLATEANGLES;
Mass 1;
Gravity 0.35;
BounceType "Hexen";
WallBounceFactor 0.65;
BounceFactor 0.65;
BounceSound "bullet/casing";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
deadtimer = 0;
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
heat = 1.0;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( InStateSequence(CurState,ResolveState("Death")) )
{
deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05);
return;
}
heat -= 0.05;
if ( heat <= 0 ) return;
let s = Spawn("UTSmallSmoke",pos);
s.alpha *= heat;
}
States
{
Spawn:
PCAS A 1
{
angle += anglevel;
pitch += pitchvel;
}
Loop;
Bounce:
PCAS A 0
{
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
vel = (vel.unit()+(FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2))).unit()*vel.length();
if ( numbounces && ((numbounces > 3) || (Random[Junk](1,20) < 17) || (vel.z > -1.4)) )
{
ClearBounce();
ExplodeMissile();
}
numbounces++;
}
Goto Spawn;
Death:
PCAS A -1
{
pitch = 0;
roll = FRandom[Junk](0,360);
}
Stop;
}
}
Class Enforcer : UTWeapon
{
int ClipCount, SlaveClipCount;
bool SlaveActive, SlaveDown, SlaveReload, SlaveAltFire;
int SlaveRefire;
transient ui Font usmf;
property ClipCount : ClipCount;
property SlaveClipCount : SlaveClipCount;
override bool HandlePickup( Inventory item )
{
if ( item.GetClass() == GetClass() )
{
SetTag(StringTable.Localize("$T_ENFORCER2"));
return Super.HandlePickup(item);
}
return false;
}
override Inventory CreateTossable( int amt )
{
Inventory inv = Super.CreateTossable(amt);
if ( inv )
{
SetTag(StringTable.Localize("$T_ENFORCER"));
inv.SetTag(StringTable.Localize("$T_ENFORCER"));
if ( Owner && (Owner.player.ReadyWeapon == self) )
{
// delete the slave overlay
PSprite psp;
for ( psp = Owner.player.psprites; psp; psp = psp.next )
{
if ( (psp.Caller == self) && ((psp.id == 2) || (psp.id == -9998)) ) psp.Destroy();
slaveactive = false;
slavedown = false;
}
}
}
return inv;
}
action void A_EnforcerRefire( statelabel flash = null, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( slave )
{
if ( flak_enforcerreload && (invoker.slaveclipcount < 5) ) A_PlaySound("enforcer/click",CHAN_6);
if ( (invoker.slaveclipcount <= 0) || (weap.Ammo1.Amount <= 0) )
{
invoker.slaverefire = 0;
return;
}
bool pending = (player.PendingWeapon != WP_NOCHANGE) && (player.WeaponState & WF_REFIRESWITCHOK);
if ( (player.cmd.buttons&BT_ATTACK) && !invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( player.ReadyWeapon.CheckAmmo(Weapon.PrimaryFire,true) )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftHold"));
}
else if ( (player.cmd.buttons&BT_ALTATTACK) && invoker.slavealtfire && !pending && (player.health > 0) )
{
invoker.slaverefire++;
if ( player.ReadyWeapon.CheckAmmo(Weapon.AltFire,true) )
player.setpsprite(2,flash?ResolveState(flash):ResolveState("LeftAltHold"));
}
else
{
invoker.slaverefire = 0;
player.ReadyWeapon.CheckAmmo(invoker.slavealtfire?Weapon.AltFire:Weapon.PrimaryFire,true);
}
}
else
{
if ( flak_enforcerreload && (invoker.clipcount < 5) ) A_PlaySound("enforcer/click",CHAN_WEAPON);
if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
}
action void A_LeftWeaponReady()
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( player.cmd.buttons&BT_ATTACK && !player.ReadyWeapon.bAltFire )
{
if ( flak_enforcerreload && (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
{
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
invoker.slavealtfire = false;
player.setpsprite(2,ResolveState("LeftFire"));
}
else if ( player.cmd.buttons&BT_ALTATTACK && player.ReadyWeapon.bAltFire )
{
if ( flak_enforcerreload && (invoker.slaveclipcount <= 0) && (weap.Ammo1.Amount > 0) )
{
player.setpsprite(2,ResolveState("LeftReload"));
return;
}
invoker.slaverefire = 0;
invoker.slavealtfire = true;
player.setpsprite(2,ResolveState("LeftAltFire"));
}
}
action void A_EnforcerFire( bool alt = false, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( slave )
{
invoker.slaveclipcount--;
if ( !flak_enforcerreload && (invoker.slaveclipcount <=0) ) invoker.slaveclipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
}
else
{
invoker.clipcount--;
if ( !flak_enforcerreload && (invoker.clipcount <=0) ) invoker.clipcount = (weap.Ammo1.Amount>0)?Min(20,weap.Ammo1.Amount):20;
}
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_PlaySound("enforcer/shoot",slave?CHAN_6:CHAN_WEAPON);
A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
if ( slave )
{
if ( alt ) A_Overlay(-3,"LeftAltMuzzleFlash");
else A_Overlay(-3,"LeftMuzzleFlash");
A_OverlayFlags(-3,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-3,STYLE_Add);
UTMainHandler.DoSwing(self,(FRandom[Enforcer](0.5,0.2),FRandom[Enforcer](-0.3,0.2)),2,0,1,SWING_Spring,0,2);
}
else
{
if ( alt ) A_Overlay(-2,"AltMuzzleFlash");
else A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
UTMainHandler.DoSwing(self,(FRandom[Enforcer](-0.2,-0.5),FRandom[Enforcer](-0.3,0.2)),2,0,1,SWING_Spring,0,2);
}
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x;
int ydir = slave?-1:1;
if ( alt ) origin = origin-z*3.0+ydir*y*1.0;
else origin = origin-z*1.0+ydir*y*4.0;
double a = FRandom[Enforcer](0,360), s = FRandom[Enforcer](0,alt?0.08:0.004);
if ( invoker.SlaveActive ) s *= 3;
[x2, y2, z2] = dt_CoordUtil.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 = 17;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 3000;
if ( FRandom[Enforcer](0,1) < 0.2 ) mm *= 5;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
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 )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else 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.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTViewSmoke",origin);
if ( alt ) UTViewSmoke(s).ofs = (10,ydir,-3);
else UTViewSmoke(s).ofs = (10,4*ydir,-1);
s.target = self;
s.alpha *= 0.5;
}
origin += x*8.0+ydir*y*6.0-z*2.0;
let c = Spawn("UTCasing",origin);
c.vel = x*FRandom[Junk](-1.5,1.5)+y*ydir*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( Amount > 1 ) return StringTable.Localize("$O_ENFORCER2");
return StringTable.Localize("$O_ENFORCER");
}
override void Travelled()
{
Super.Travelled();
slaveactive = false;
}
override void OwnerDied()
{
Super.OwnerDied();
slaverefire = 0;
}
Default
{
Tag "$T_ENFORCER";
Inventory.PickupMessage "$I_ENFORCER";
Inventory.MaxAmount 2;
Inventory.InterHubAmount 2;
Weapon.UpSound "enforcer/select";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 8;
Weapon.AmmoType "MiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "MiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 30;
Weapon.Kickback 180;
UTWeapon.DropAmmo 10;
Enforcer.ClipCount 20;
Enforcer.SlaveClipCount 20;
}
States
{
Spawn:
ENFP A -1;
Stop;
ENFP B -1;
Stop;
Select:
ENFS A 1 A_Raise(int.max);
Ready:
ENFS A 0
{
invoker.slavedown = false;
if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) )
A_Overlay(2,"LeftReady");
}
ENFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
Idle:
ENFI A 0 A_Overlay(-9999,"Dummy");
ENFI AB 30;
ENFI A 0 A_Jump(50,"Twiddle");
Goto Idle+1;
LeftReady:
2NFS A 0
{
A_PlaySound("enforcer/select",CHAN_6);
invoker.slaveactive = true;
}
2NFS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_JumpIf(invoker.slavedown,"LeftDeselect");
LeftIdle:
2NFI A 0 A_Overlay(-9998,"LeftDummy");
2NFI AB 30;
2NFI A 0 A_Jump(50,"LeftTwiddle");
Goto LeftIdle+1;
Twiddle:
ENFT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto Idle+1;
LeftTwiddle:
2NFT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto LeftIdle+1;
Dummy:
TNT1 A 1
{
if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload");
else if ( flak_enforcerreload && ((invoker.clipcount < min(20,invoker.Ammo1.Amount)) || (invoker.slaveclipcount < min(20,invoker.Ammo1.Amount))) ) A_WeaponReady(WRF_ALLOWRELOAD);
else A_WeaponReady();
if ( !invoker.slaveactive && (CountInv("Enforcer") > 1) ) A_Overlay(2,"LeftReady");
}
Wait;
LeftDummy:
TNT1 A 1
{
if ( health <= 0 )
{
invoker.slaveactive = false;
A_Overlay(2,"LeftDeselect");
}
else if ( flak_enforcerreload && invoker.slavereload ) A_Overlay(2,"LeftReload");
else if ( invoker.slavedown ) A_Overlay(2,"LeftDeselect");
else A_LeftWeaponReady();
}
Wait;
Fire:
ENFF A 0 A_Overlay(-9999,null);
Hold:
ENFF A 0 A_EnforcerFire();
ENFF ABCDEFGHIJ 1;
ENFF J 2;
ENFF J 0 A_EnforcerRefire();
ENFF J 2;
ENFI A 0;
Goto Idle;
LeftFire:
2NFI A 0 A_Overlay(-9998,null);
2NFI A 5;
2NFI A 0 A_EnforcerRefire(1,true);
Goto LeftIdle;
LeftHold:
2NFF A 0 A_EnforcerFire(false,true);
2NFF ABCDEFGHIJ 1;
2NFF J 2;
2NFF J 0 A_EnforcerRefire("LeftHold",true);
2NFF J 2;
2NFI A 0;
Goto LeftIdle;
AltFire:
ENFA A 0 A_Overlay(-9999,null);
ENFA ABCDEF 1;
AltHold:
ENFA G 0 A_EnforcerFire(true);
ENFA GHIJKLMN 1;
ENFA N 1;
ENFA G 0 A_EnforcerRefire();
ENFA OPQRSTU 1;
Goto Idle;
LeftAltFire:
2NFI A 0 A_Overlay(-9998,null);
2NFI A 5;
2NFI A 0 A_EnforcerRefire(1,true);
Goto LeftIdle;
2NFA ABCDEF 1;
LeftAltHold:
2NFA G 0 A_EnforcerFire(true,true);
2NFA GHIJKLMN 1;
2NFA N 1;
2NFA G 0 A_EnforcerRefire("LeftAltHold",true);
2NFA OPQRSTU 1;
Goto LeftIdle;
Reload:
ENFR A 0
{
invoker.slavereload = ((player.cmd.buttons&BT_RELOAD)&&invoker.slaveactive&&(invoker.slaveclipcount < min(20,invoker.Ammo1.Amount)))||(invoker.slaveclipcount <= 0);
return A_JumpIf(invoker.clipcount>=min(20,invoker.Ammo1.Amount),"Idle");
}
ENFR A 0
{
invoker.clipcount = Min(20,invoker.Ammo1.Amount);
A_Overlay(-9999,null);
A_WeaponOffset(0,32); // fix sudden psprite lowering
A_PlaySound("enforcer/click",CHAN_WEAPON);
}
ENFR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
ENR2 AB 1;
ENR2 B 30 A_PlaySound("enforcer/reload",CHAN_WEAPON);
ENFS A 0 A_PlaySound("enforcer/select",CHAN_WEAPON);
Goto Ready;
LeftReload:
2NFR A 0
{
invoker.slaveclipcount = Min(20,invoker.Ammo1.Amount);
invoker.slavereload = false;
A_Overlay(-9998,null);
A_PlaySound("enforcer/click",CHAN_6);
}
2NFR ABCDEFGHIJKLMNOPQRSTUVWXYZ 1;
2NR2 AB 1;
2NR2 B 30 A_PlaySound("enforcer/reload",CHAN_6);
2NFS A 0 A_PlaySound("enforcer/select",CHAN_6);
Goto LeftReady;
Deselect:
ENFI A 1 { invoker.slavedown = true; }
ENFD A 0 A_Overlay(-9999,null);
ENFD A 0 A_JumpIf(invoker.slaveactive,"Deselect");
ENFD ABDEGHJK 1;
ENFD L 1 A_Lower(int.max);
Wait;
LeftDeselect:
2NFD A 0
{
A_Overlay(-9998,null);
invoker.slaveactive = false;
}
2NFD ABDEGHJK 1;
2NFD L 0;
Stop;
MuzzleFlash:
EMUZ A 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AltMuzzleFlash:
EMUZ B 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftMuzzleFlash:
EMUZ C 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
LeftAltMuzzleFlash:
EMUZ D 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
}
}