Cleaned up some code (mostly related to server CVars). Proper angle interpolation. Snap player to floor when walking down steps like UE does (looks kinda twitchy due to lack of view height smoothing).
394 lines
9.3 KiB
Text
394 lines
9.3 KiB
Text
Class MiniAmmo : Ammo
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{
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Default
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{
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Tag "Large Bullets";
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Inventory.PickupMessage "You picked up %d bullets.";
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Inventory.Amount 50;
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Inventory.MaxAmount 200;
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Ammo.BackpackAmount 100;
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Ammo.BackpackMaxAmount 400;
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Ammo.DropAmount 20;
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}
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override String PickupMessage()
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{
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return String.Format(pickupmsg,Amount);
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}
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States
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{
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Spawn:
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MAMO A -1;
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Stop;
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}
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}
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Class MinigunLight : EnforcerLight
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{
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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args[LIGHT_INTENSITY] = Random[Minigun](120,180);
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}
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}
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Class MinigunTracer : Actor
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{
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Vector3 dest;
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Default
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{
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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+NOCLIP;
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+NOGRAVITY;
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+DONTSPLASH;
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+INTERPOLATEANGLES;
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}
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override void Tick()
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{
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Super.Tick();
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if ( level.frozen || globalfreeze ) return;
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Vector3 dir = level.Vec3Diff(pos,dest);
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if ( dir.length() < 160 )
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{
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Destroy();
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return;
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}
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dir = dir.unit();
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SetOrigin(Vec3Offset(dir.x*160,dir.y*160,dir.z*160),true);
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angle = atan2(dir.y,dir.x);
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pitch = asin(-dir.z);
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roll += 60;
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}
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States
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{
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Spawn:
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TRAC A -1 Bright;
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Stop;
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}
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}
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Class Minigun : UTWeapon
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{
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int bcnt, tcnt;
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action void A_FireBullet( bool alt = false )
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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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A_Overlay(-2,"MuzzleFlash",true);
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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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invoker.bcnt++;
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if ( (alt && (invoker.bcnt < 2)) || (!alt && (invoker.bcnt < 4)) ) return;
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invoker.bcnt = 0;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
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A_AlertMonsters();
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if ( alt )
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{
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A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.5,0,1,SWING_Spring,0,3);
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}
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else
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{
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A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
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UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.3,0,1,SWING_Spring,0,3);
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}
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let l = Spawn("MinigunLight",pos);
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l.target = self;
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if ( !alt ) MinigunLight(l).cnt--;
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Vector3 x, y, z, x2, y2, z2;
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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+y*2.0-z*2.0;
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
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[x2, y2, z2] = Matrix4.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = Random[Minigun](9,18); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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double mm = 500;
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if ( FRandom[Minigun](0,1) < 0.2 ) mm *= 2.5;
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,dmg*mm);
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if ( d.HitActor.bNOBLOOD )
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{
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let p = Spawn("BulletImpact",d.HitLocation);
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p.scale *= 0.75;
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p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
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p.pitch = asin(d.HitDir.z);
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}
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else
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{
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d.HitActor.TraceBleed(dmg,self);
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d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
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}
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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Vector3 hitnormal = -d.HitDir;
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if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
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else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
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else if ( d.HitType == TRACE_HitWall )
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{
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hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
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if ( !d.LineSide ) hitnormal *= -1;
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}
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let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
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p.scale *= 0.75;
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p.angle = atan2(hitnormal.y,hitnormal.x);
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p.pitch = asin(-hitnormal.z);
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if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
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}
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if ( !Random[Minigun](0,1) )
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{
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let t = Spawn("MinigunTracer",origin+x*20.0);
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t.angle = atan2(dir.y,dir.x);
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t.pitch = asin(-dir.z);
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MinigunTracer(t).dest = d.HitLocation;
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}
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for ( int i=0; i<4; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,2,-2);
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s.scale *= 1.5;
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s.alpha *= 0.6;
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UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3));
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s.target = self;
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}
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origin += x*8.0+y*5.0-z*5.0;
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let c = Spawn("UTCasing",origin);
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c.vel = x*FRandom[Junk](-2,2)+y*FRandom[Junk](3,6)+z*FRandom[Junk](3,5);
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c.Scale *= 0.5;
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}
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action void A_MinigunRefire( statelabel flash = null, bool nounwind = false )
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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 ( weap.Ammo1.Amount <= 0 )
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{
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if ( nounwind ) return;
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A_ClearRefire();
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player.setpsprite(PSP_WEAPON,weap.FindState("Unwind"));
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return;
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}
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if ( nounwind )
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{
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if ( player.cmd.buttons&BT_ALTATTACK )
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{
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weap.bAltFire = true;
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flash = "AltFire";
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}
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else
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{
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weap.bAltFire = false;
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flash = "Fire";
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}
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}
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A_Refire(flash);
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}
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Default
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{
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Tag "Minigun";
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Obituary "%k's Minigun turned %o into a leaky piece of meat.";
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Inventory.PickupMessage "You got the Minigun.";
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Weapon.UpSound "minigun/select";
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Weapon.SlotNumber 7;
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Weapon.SelectionOrder 3;
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Weapon.AmmoType "MiniAmmo";
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Weapon.AmmoUse 1;
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Weapon.AmmoType2 "MiniAmmo";
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Weapon.AmmoUse2 1;
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Weapon.AmmoGive 50;
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Weapon.Kickback 180;
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UTWeapon.DropAmmo 20;
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}
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States
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{
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Spawn:
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MGNP A -1;
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Stop;
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MGNP B -1;
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Stop;
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Select:
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MGNS A 1 A_Raise(int.max);
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Wait;
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Ready:
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MGNS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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MGNI ABCDEFGHIJKLMNOPQRS 5
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{
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A_CheckReload();
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A_WeaponReady();
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}
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Loop;
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Fire:
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AltFire:
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MGNI A 3 { invoker.bcnt = 5; }
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Hold:
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MGNF A 1
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{
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A_PlaySound("minigun/fire",CHAN_WEAPON,1.0,true);
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A_FireBullet();
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}
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MGNF B 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF B 1 A_FireBullet();
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MGNF C 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF C 1 A_FireBullet();
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MGNF D 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF D 1 A_FireBullet();
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MGNF E 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF E 1 A_FireBullet();
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MGNF F 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF F 1 A_FireBullet();
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MGNF G 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF G 1 A_FireBullet();
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MGNF H 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF H 1 A_FireBullet();
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MGNF I 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF I 1 A_FireBullet();
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MGNF J 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF J 1 A_FireBullet();
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MGNF K 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF K 1 A_FireBullet();
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MGNF L 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF L 1 A_FireBullet();
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MGNF M 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF M 1 A_FireBullet();
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MGNF N 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF N 1 A_FireBullet();
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MGNF O 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF O 1 A_FireBullet();
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MGNF P 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF P 1 A_FireBullet();
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MGNF Q 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF Q 1 A_FireBullet();
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MGNF R 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF R 1 A_FireBullet();
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MGNF S 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF S 1 A_FireBullet();
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MGNF A 0
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{
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if ( invoker.bAltFire ) A_MinigunRefire(1);
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else A_MinigunRefire("Hold");
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}
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Goto Unwind;
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AltHold:
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MGNF A 1
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{
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A_PlaySound("minigun/altfire",CHAN_WEAPON,1.0,true);
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A_FireBullet(true);
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}
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MGNF D 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF D 1 A_FireBullet(true);
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MGNF G 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF G 1 A_FireBullet(true);
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MGNF J 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF J 1 A_FireBullet(true);
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MGNF M 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF M 1 A_FireBullet(true);
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MGNF P 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF P 1 A_FireBullet(true);
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MGNF S 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF S 1 A_FireBullet(true);
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MGNF C 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF C 1 A_FireBullet(true);
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MGNF F 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF F 1 A_FireBullet(true);
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MGNF I 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF I 1 A_FireBullet(true);
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MGNF L 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF L 1 A_FireBullet(true);
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MGNF O 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF O 1 A_FireBullet(true);
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MGNF R 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF R 1 A_FireBullet(true);
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MGNF B 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF B 1 A_FireBullet(true);
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MGNF E 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF E 1 A_FireBullet(true);
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MGNF H 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF H 1 A_FireBullet(true);
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MGNF K 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF K 1 A_FireBullet(true);
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MGNF N 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF N 1 A_FireBullet(true);
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MGNF Q 0 A_MinigunRefire(1);
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Goto Unwind;
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MGNF Q 1 A_FireBullet(true);
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MGNF A 0 A_MinigunRefire("AltHold");
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Goto Unwind;
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Unwind:
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MGNU A 0 A_PlaySound("minigun/unwind",CHAN_WEAPON);
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MGNU ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_MinigunRefire(null,true);
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MGU2 ABCDEFGHIJKLM 1 A_MinigunRefire(null,true);
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Goto Idle;
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Deselect:
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MGND A 1 A_StopSound(CHAN_WEAPON);
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MGND BCDEFGHIJ 1;
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MGND J 1 A_Lower(int.max);
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Wait;
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MuzzleFlash:
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TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9);
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Stop;
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MMUZ A 2 Bright;
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Stop;
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MMUZ B 2 Bright;
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Stop;
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MMUZ C 2 Bright;
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Stop;
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MMUZ D 2 Bright;
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Stop;
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MMUZ E 2 Bright;
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Stop;
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MMUZ F 2 Bright;
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Stop;
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MMUZ G 2 Bright;
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Stop;
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MMUZ H 2 Bright;
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Stop;
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MMUZ I 2 Bright;
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Stop;
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}
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}
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