Added "instant rocket" mode to RL, toggleable with reload button. Various adjustments to offsets and scales. Fixed a bug where other armors wouldn't absorb damage if at least one of them is depleted. Reduced armor bonus pickup amount to 1, and made it absorb more damage the more you have, up to a 75% cap at max amount. Tweaked vibration on the Chainsaw. More particles for rockets and flak slugs. Reduced delay for rocket launcher refire. Fixed Pulse balls having no XY billboarding. Tweaked Pulse bolt visual effects. Reduced shake of Shock Rifle and Enhanced Shock Rifle to more bearable levels. Fixed clipping on the Ripper after offsets were changed.
1264 lines
28 KiB
Text
1264 lines
28 KiB
Text
Class ShockAmmo : Ammo
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{
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Default
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{
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Tag "Shock Core";
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Inventory.PickupMessage "You picked up a Shock Core.";
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Inventory.Amount 10;
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Inventory.MaxAmount 50;
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Ammo.BackpackAmount 20;
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Ammo.BackpackMaxAmount 100;
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Ammo.DropAmount 5;
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}
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States
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{
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Spawn:
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SHOA A -1;
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Stop;
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}
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}
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Class ShockBeamTracer : LineTracer
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{
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Actor owner, ignore, lasthit;
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override ETraceStatus TraceCallback()
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{
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if ( Results.HitType == TRACE_HitActor )
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{
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if ( (Results.HitActor == owner) || (Results.HitActor == ignore) || (Results.HitActor == lasthit) ) return TRACE_Skip;
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if ( Results.HitActor.bSHOOTABLE || Results.HitActor is 'ShockHitbox' ) return TRACE_Stop;
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return TRACE_Skip;
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}
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else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
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{
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if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
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return TRACE_Stop;
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return TRACE_Skip;
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}
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return TRACE_Stop;
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}
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}
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Class ShockRifleWave : Actor
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{
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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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Scale 0.7;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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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 ( globalfreeze || level.frozen ) return;
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alpha -= 1/50.;
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}
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States
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{
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Spawn:
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SWAV A 50 Bright;
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SWAV B 0 Bright;
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Stop;
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}
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}
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Class SuperShockRifleWave : Actor
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{
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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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Scale 1.2;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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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 ( globalfreeze || level.frozen ) return;
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alpha -= 1/50.;
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}
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States
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{
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Spawn:
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SWAV A 50 Bright;
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SWAV B 0 Bright;
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Stop;
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}
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}
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Class ShockBeamRing : Actor
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{
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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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Scale 0.5;
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ReactionTime 18;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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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 ( globalfreeze || level.frozen ) return;
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alpha -= 1./ReactionTime;
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}
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States
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{
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Spawn:
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SRNG ABCDEFGHI 2 Bright;
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Stop;
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}
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}
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Class SuperShockBeamRing : Actor
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{
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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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Scale 0.9;
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ReactionTime 18;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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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 ( globalfreeze || level.frozen ) return;
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alpha -= 1./ReactionTime;
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}
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States
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{
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Spawn:
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SRNG ABCDEFGHI 2 Bright;
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Stop;
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}
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}
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Class ShockBlastRing : ShockBeamRing
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{
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Default
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{
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Scale 3.0;
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ReactionTime 45;
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}
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States
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{
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Spawn:
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SRNG ABCDEFGHI 5 Bright;
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Stop;
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}
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}
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Class SuperShockBlastRing : ShockBeamRing
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{
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Default
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{
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Scale 5.0;
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ReactionTime 45;
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}
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States
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{
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Spawn:
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SRNG ABCDEFGHI 5 Bright;
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Stop;
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}
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}
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Class ShockSpark : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 2;
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Height 2;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+MISSILE;
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+FORCEXYBILLBOARD;
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+THRUACTORS;
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOTELEPORT;
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+DONTSPLASH;
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+CANBOUNCEWATER;
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-BOUNCEAUTOOFF;
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BounceType "Doom";
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BounceFactor 1.0;
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WallBounceFactor 1.0;
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Scale 0.1;
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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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if ( !bAMBUSH )
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{
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roll = FRandom[ASMD](0,360);
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let s = Spawn(GetClass(),pos);
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s.bAMBUSH = true;
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s.vel = vel;
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s.scale = scale;
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s.roll = roll;
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}
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}
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States
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{
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Spawn:
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ASMK A 1 Bright
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{
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A_FadeOut(FRandom[ASMD](0.0,0.1));
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vel *= 0.98;
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}
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Wait;
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}
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}
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Class ShockSparkTrail : ShockSpark
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{
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Default
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{
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+AMBUSH;
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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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roll = FRandom[ASMD](0,360);
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}
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States
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{
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Spawn:
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ASMK A 1 Bright A_FadeOut(FRandom[ASMD](0.0,0.2));
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Wait;
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}
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}
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Class ShockBeam : Actor
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{
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ShockBeamTracer t;
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Vector3 tracedir;
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bool moving;
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double totaldist;
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Default
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{
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Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
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DamageType 'jolted';
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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Scale 0.4;
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ProjectileKickback 250;
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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+FORCERADIUSDMG;
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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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t = new("ShockBeamTracer");
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t.owner = target;
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t.ignore = self;
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moving = true;
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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 ( globalfreeze || level.frozen ) return;
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if ( !moving ) return;
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// step trace
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tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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t.Trace(pos,cursector,tracedir,1000,0);
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totaldist += t.Results.Distance;
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// spawn particles
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for ( int i=0; i<t.Results.Distance; i+=80 )
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Spawn("ShockBeamLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
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for ( int i=0; i<t.Results.Distance; i+=2 )
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{
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Vector3 pofs = tracedir*FRandom[ASMD](0,2)+(FRandom[ASMD](-.5,.5),FRandom[ASMD](-.5,.5),FRandom[ASMD](-.5,.5));
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let s = Spawn("ShockSparkTrail",Vec3Offset(tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z));
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s.vel = (FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03));
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}
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if ( totaldist >= 10000.0 )
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{
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// reposition and explode on air
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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ExplodeMissile(t.Results.HitLine,null);
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moving = false;
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let r = Spawn("ShockBeamRing",pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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}
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else if ( t.Results.HitType == TRACE_HitNone )
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{
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// reposition
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SetOrigin(t.Results.HitPos+t.Results.HitVector,true);
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angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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pitch = asin(-t.Results.HitVector.z);
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}
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else if ( t.Results.HitType == TRACE_HitActor )
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{
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// reposition and explode on actor
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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ExplodeMissile(null,t.Results.HitActor);
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if ( t.Results.HitActor is 'ShockHitbox' )
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{
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if ( target ) target.TakeInventory('ShockAmmo',2);
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let b = t.Results.HitActor.target;
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b.ExplodeMissile(null,self);
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b.A_Explode(Random[ASMD](150,160),300);
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b.A_QuakeEx(6,6,6,60,0,1200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
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b.A_SprayDecal("BigShockMark1",100);
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b.A_SprayDecal("BigShockMark2",100);
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Spawn("ShockRifleWave",b.pos);
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Spawn("ShockBlastLight",b.pos);
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let r = Spawn("ShockBlastRing",b.pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
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int numpt = Random[ASMD](200,300);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](1,32);
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let s = Spawn("ShockSpark",b.pos);
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s.vel = pvel;
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}
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}
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else
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{
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t.Results.HitActor.DamageMobj(self,target,Random[ASMD](35,50),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
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let r = Spawn("ShockBeamRing",pos);
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r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
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r.pitch = asin(-t.Results.HitVector.z);
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}
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moving = false;
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}
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else
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{
|
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// reposition and explode on wall
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SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
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A_SprayDecal("ShockMark",16);
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ExplodeMissile(t.Results.HitLine,null);
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moving = false;
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Vector3 HitNormal = t.Results.HitVector;
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if ( t.Results.HitType == TRACE_HitWall )
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{
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t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,pos);
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// calculate normal
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HitNormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
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if ( t.Results.Side == 1 ) HitNormal *= -1;
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}
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else if ( t.Results.HitType == TRACE_HitFloor )
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HitNormal = t.Results.HitSector.floorplane.Normal;
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else if ( t.Results.HitType == TRACE_HitCeiling )
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HitNormal = t.Results.HitSector.ceilingplane.Normal;
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let r = Spawn("ShockBeamRing",pos);
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r.angle = atan2(HitNormal.y,HitNormal.x);
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r.pitch = asin(-HitNormal.z);
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}
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}
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action void A_BeamExplode()
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{
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Spawn("ShockBeamLight",pos);
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A_QuakeEx(2,2,2,5,0,120,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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A_PlaySound("shock/hit",CHAN_VOICE);
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A_AlertMonsters();
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int numpt = Random[ASMD](20,50);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
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let s = Spawn("ShockSpark",pos);
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s.vel = pvel;
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}
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}
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States
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{
|
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Spawn:
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TNT1 A 1;
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Wait;
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Death:
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TNT1 A 0 A_BeamExplode();
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ASMX ABCDEFGHIJKL 1 Bright;
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TNT1 A 100;
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Stop;
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}
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}
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Class SuperShockSpark : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 2;
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Height 2;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+MISSILE;
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+FORCEXYBILLBOARD;
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+THRUACTORS;
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+ROLLSPRITE;
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+ROLLCENTER;
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+NOTELEPORT;
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+DONTSPLASH;
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+CANBOUNCEWATER;
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-BOUNCEAUTOOFF;
|
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BounceType "Doom";
|
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BounceFactor 1.0;
|
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WallBounceFactor 1.0;
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Scale 0.1;
|
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}
|
|
override void PostBeginPlay()
|
|
{
|
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Super.PostBeginPlay();
|
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if ( !bAMBUSH )
|
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{
|
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roll = FRandom[ASMD](0,360);
|
|
let s = Spawn(GetClass(),pos);
|
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s.bAMBUSH = true;
|
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s.vel = vel;
|
|
s.scale = scale;
|
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s.roll = roll;
|
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}
|
|
}
|
|
States
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{
|
|
Spawn:
|
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SSMK A 1 Bright
|
|
{
|
|
A_FadeOut(FRandom[ASMD](0.0,0.1));
|
|
vel *= 0.98;
|
|
}
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class SuperShockSparkTrail : ShockSpark
|
|
{
|
|
Default
|
|
{
|
|
+AMBUSH;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
roll = FRandom[ASMD](0,360);
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SSMK A 1 Bright A_FadeOut(FRandom[ASMD](0.0,0.2));
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class SuperShockBeam : Actor
|
|
{
|
|
ShockBeamTracer t;
|
|
Vector3 tracedir;
|
|
bool moving;
|
|
double totaldist;
|
|
|
|
Default
|
|
{
|
|
Obituary "%k electrified %o with the Enhanced Shock Rifle.";
|
|
DamageType 'joltedX';
|
|
RenderStyle "Add";
|
|
Radius 0.1;
|
|
Height 0;
|
|
Scale 0.7;
|
|
+NOGRAVITY;
|
|
+NOCLIP;
|
|
+DONTSPLASH;
|
|
+FORCEXYBILLBOARD;
|
|
+FORCERADIUSDMG;
|
|
+EXTREMEDEATH;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
t = new("ShockBeamTracer");
|
|
t.owner = target;
|
|
t.ignore = self;
|
|
moving = true;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( globalfreeze || level.frozen ) return;
|
|
if ( !moving ) return;
|
|
// step trace
|
|
tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
|
t.Trace(pos,cursector,tracedir,2000,0);
|
|
totaldist += t.Results.Distance;
|
|
// spawn particles
|
|
for ( int i=0; i<t.Results.Distance; i+=80 )
|
|
Spawn("SuperShockBeamLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
|
|
for ( int i=0; i<t.Results.Distance; i++ )
|
|
{
|
|
Vector3 pofs = tracedir*FRandom[ASMD](0,2)+(FRandom[ASMD](-.5,.5),FRandom[ASMD](-.5,.5),FRandom[ASMD](-.5,.5));
|
|
let s = Spawn("SuperShockSparkTrail",Vec3Offset(tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z));
|
|
s.vel = (FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03),FRandom[ASMD](-.03,.03));
|
|
}
|
|
if ( totaldist >= 10000.0 )
|
|
{
|
|
// reposition and explode on air
|
|
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
|
|
ExplodeMissile(t.Results.HitLine,null);
|
|
moving = false;
|
|
let r = Spawn("SuperShockBeamRing",pos);
|
|
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
|
|
r.pitch = asin(-t.Results.HitVector.z);
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitNone )
|
|
{
|
|
// reposition
|
|
SetOrigin(t.Results.HitPos+t.Results.HitVector,true);
|
|
angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
|
|
pitch = asin(-t.Results.HitVector.z);
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitActor )
|
|
{
|
|
// reposition and explode on actor
|
|
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
|
|
ExplodeMissile(null,t.Results.HitActor);
|
|
if ( t.Results.HitActor is 'ShockHitbox' )
|
|
{
|
|
if ( target ) target.TakeInventory('EnhancedShockAmmo',1);
|
|
let b = t.Results.HitActor.target;
|
|
b.ExplodeMissile(null,self);
|
|
b.A_Explode(Random[ASMD](15000,16000),400);
|
|
b.A_QuakeEx(9,9,9,60,0,2400,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.4);
|
|
b.A_SprayDecal("BigShockMark1",100);
|
|
b.A_SprayDecal("SBigShockMark2",100);
|
|
Spawn("SuperShockRifleWave",b.pos);
|
|
Spawn("SuperShockBlastLight",b.pos);
|
|
let r = Spawn("SuperShockBlastRing",b.pos);
|
|
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
|
|
r.pitch = asin(-t.Results.HitVector.z);
|
|
A_PlaySound("shock/blast",CHAN_WEAPON,attenuation:0.5);
|
|
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
|
|
int numpt = Random[ASMD](200,300);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](2,64);
|
|
let s = Spawn("SuperShockSpark",b.pos);
|
|
s.vel = pvel;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
t.Results.HitActor.DamageMobj(self,target,Random[ASMD](3500,5000),'joltedX',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
|
|
let r = Spawn("SuperShockBeamRing",pos);
|
|
r.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
|
|
r.pitch = asin(-t.Results.HitVector.z);
|
|
}
|
|
t.lasthit = t.Results.HitActor;
|
|
}
|
|
else
|
|
{
|
|
// reposition and explode on wall
|
|
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,true);
|
|
A_SprayDecal("ShockMark",16);
|
|
ExplodeMissile(t.Results.HitLine,null);
|
|
moving = false;
|
|
Vector3 HitNormal = t.Results.HitVector;
|
|
if ( t.Results.HitType == TRACE_HitWall )
|
|
{
|
|
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,pos);
|
|
// calculate normal
|
|
HitNormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
|
|
if ( t.Results.Side == 1 ) HitNormal *= -1;
|
|
}
|
|
else if ( t.Results.HitType == TRACE_HitFloor )
|
|
HitNormal = t.Results.HitSector.floorplane.Normal;
|
|
else if ( t.Results.HitType == TRACE_HitCeiling )
|
|
HitNormal = t.Results.HitSector.ceilingplane.Normal;
|
|
let r = Spawn("SuperShockBeamRing",pos);
|
|
r.angle = atan2(HitNormal.y,HitNormal.x);
|
|
r.pitch = asin(-HitNormal.z);
|
|
}
|
|
}
|
|
action void A_BeamExplode()
|
|
{
|
|
Spawn("SuperShockBeamLight",pos);
|
|
A_Explode(Random[ASMD](500,800),90);
|
|
A_QuakeEx(6,6,6,5,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
|
|
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
|
|
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
|
|
A_AlertMonsters();
|
|
int numpt = Random[ASMD](20,50);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,24);
|
|
let s = Spawn("SuperShockSpark",pos);
|
|
s.vel = pvel;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 1;
|
|
Wait;
|
|
Death:
|
|
TNT1 A 0 A_BeamExplode();
|
|
SSMX ABCDEFGHIJKL 1 Bright;
|
|
TNT1 A 100;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class ShockBallLight : DynamicLight
|
|
{
|
|
Default
|
|
{
|
|
DynamicLight.Type "Point";
|
|
Args 160,128,255,120;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
SetOrigin(target.pos,true);
|
|
args[LIGHT_INTENSITY] = Random[ASMD](10,14)*10;
|
|
}
|
|
}
|
|
|
|
Class SuperShockBallLight : ShockBallLight
|
|
{
|
|
Default
|
|
{
|
|
DynamicLight.Type "Point";
|
|
Args 255,160,128,120;
|
|
}
|
|
}
|
|
|
|
Class ShockBeamLight : ShockExplLight
|
|
{
|
|
Default
|
|
{
|
|
+DYNAMICLIGHT.ATTENUATE;
|
|
ReactionTime 15;
|
|
Args 0,0,0,80;
|
|
}
|
|
}
|
|
|
|
Class SuperShockBeamLight : SuperShockExplLight
|
|
{
|
|
Default
|
|
{
|
|
+DYNAMICLIGHT.ATTENUATE;
|
|
ReactionTime 15;
|
|
Args 0,0,0,100;
|
|
}
|
|
}
|
|
|
|
Class ShockBeamHitLight : ShockExplLight
|
|
{
|
|
Default
|
|
{
|
|
ReactionTime 24;
|
|
Args 0,0,0,120;
|
|
}
|
|
}
|
|
|
|
Class SuperShockBeamHitLight : SuperShockExplLight
|
|
{
|
|
Default
|
|
{
|
|
ReactionTime 24;
|
|
Args 0,0,0,150;
|
|
}
|
|
}
|
|
|
|
Class ShockBlastLight : ShockExplLight
|
|
{
|
|
Default
|
|
{
|
|
ReactionTime 50;
|
|
Args 0,0,0,300;
|
|
}
|
|
}
|
|
|
|
Class SuperShockBlastLight : SuperShockExplLight
|
|
{
|
|
Default
|
|
{
|
|
ReactionTime 50;
|
|
Args 0,0,0,400;
|
|
}
|
|
}
|
|
|
|
Class ShockExplLight : DynamicLight
|
|
{
|
|
double lifetime;
|
|
Default
|
|
{
|
|
DynamicLight.Type "Point";
|
|
ReactionTime 30;
|
|
Args 160,128,255,150;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
lifetime = 1.0;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( globalfreeze || level.frozen ) return;
|
|
args[LIGHT_RED] = 160*lifetime;
|
|
args[LIGHT_GREEN] = 128*lifetime;
|
|
args[LIGHT_BLUE] = 255*lifetime;
|
|
lifetime -= 1./ReactionTime;
|
|
if ( lifetime <= 0 ) Destroy();
|
|
}
|
|
}
|
|
|
|
Class SuperShockExplLight : DynamicLight
|
|
{
|
|
double lifetime;
|
|
Default
|
|
{
|
|
DynamicLight.Type "Point";
|
|
ReactionTime 30;
|
|
Args 255,160,128,200;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
lifetime = 1.0;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( globalfreeze || level.frozen ) return;
|
|
args[LIGHT_RED] = 255*lifetime;
|
|
args[LIGHT_GREEN] = 160*lifetime;
|
|
args[LIGHT_BLUE] = 128*lifetime;
|
|
lifetime -= 1./ReactionTime;
|
|
if ( lifetime <= 0 ) Destroy();
|
|
}
|
|
}
|
|
|
|
Class ShockHitbox : Actor
|
|
{
|
|
Default
|
|
{
|
|
Radius 8;
|
|
Height 16;
|
|
+NOGRAVITY;
|
|
+NOCLIP;
|
|
+DONTSPLASH;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
SetOrigin(target.pos-(0,0,height*0.5),true);
|
|
}
|
|
override bool CanCollideWith( Actor other, bool passive )
|
|
{
|
|
return ((other is 'ShockBeam') || (other is 'SuperShockBeam'));
|
|
}
|
|
}
|
|
|
|
Class ShockBall : Actor
|
|
{
|
|
Actor l, b;
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
l = Spawn("ShockBallLight",pos);
|
|
l.target = self;
|
|
b = Spawn("ShockHitbox",pos);
|
|
b.target = self;
|
|
}
|
|
action void A_BallExplode()
|
|
{
|
|
A_Explode(Random[ASMD](40,50),70);
|
|
A_SprayDecal("ShockMarkBig",16);
|
|
Spawn("ShockExplLight",pos);
|
|
A_SetScale(1.0);
|
|
let r = Spawn("ShockBeamRing",pos);
|
|
r.angle = angle;
|
|
r.pitch = pitch;
|
|
r.scale *= 1.5;
|
|
A_PlaySound("shock/hit",CHAN_VOICE);
|
|
A_PlaySound("shock/ball",CHAN_WEAPON);
|
|
A_QuakeEx(4,4,4,30,0,200,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
|
|
A_AlertMonsters();
|
|
int numpt = Random[ASMD](50,100);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,12);
|
|
let s = Spawn("ShockSpark",pos);
|
|
s.vel = pvel;
|
|
}
|
|
}
|
|
Default
|
|
{
|
|
Obituary "%k inflicted mortal damage upon %o with the Shock Rifle";
|
|
RenderStyle "Add";
|
|
DamageType 'jolted';
|
|
DamageFunction Random[ASMD](50,60);
|
|
Radius 2;
|
|
Height 2;
|
|
Scale 0.4;
|
|
Speed 20;
|
|
ProjectileKickback 250;
|
|
PROJECTILE;
|
|
+FORCEXYBILLBOARD;
|
|
+SKYEXPLODE;
|
|
+EXPLODEONWATER;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ASMB ABCD 2 Bright;
|
|
Loop;
|
|
Death:
|
|
TNT1 A 0 A_BallExplode();
|
|
ASMX ABCDEFGHIJKL 2 Bright;
|
|
TNT1 A 300;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class SuperShockBall : Actor
|
|
{
|
|
Actor l, b;
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
l = Spawn("SuperShockBallLight",pos);
|
|
l.target = self;
|
|
b = Spawn("ShockHitbox",pos);
|
|
b.target = self;
|
|
}
|
|
action void A_BallExplode()
|
|
{
|
|
A_Explode(Random[ASMD](4000,5000),120);
|
|
A_SprayDecal("ShockMarkBig",16);
|
|
Spawn("SuperShockExplLight",pos);
|
|
A_SetScale(1.5);
|
|
let r = Spawn("SuperShockBeamRing",pos);
|
|
r.angle = angle;
|
|
r.pitch = pitch;
|
|
r.scale *= 1.5;
|
|
A_PlaySound("shock/hit",CHAN_VOICE,attenuation:0.5);
|
|
A_PlaySound("shock/ball",CHAN_WEAPON,attenuation:0.5);
|
|
A_PlaySound("sshock/blast",CHAN_6,attenuation:0.5);
|
|
A_QuakeEx(8,8,8,30,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
|
|
A_AlertMonsters();
|
|
int numpt = Random[ASMD](50,100);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[ASMD](-1,1),FRandom[ASMD](-1,1),FRandom[ASMD](-1,1)).unit()*FRandom[ASMD](3,24);
|
|
let s = Spawn("SuperShockSpark",pos);
|
|
s.vel = pvel;
|
|
}
|
|
}
|
|
Default
|
|
{
|
|
Obituary "%k electrified %o with the Enhanced Shock Rifle.";
|
|
RenderStyle "Add";
|
|
DamageType 'joltedX';
|
|
DamageFunction Random[ASMD](5000,6000);
|
|
Radius 2;
|
|
Height 2;
|
|
Scale 0.5;
|
|
Speed 25;
|
|
PROJECTILE;
|
|
+FORCEXYBILLBOARD;
|
|
+SKYEXPLODE;
|
|
+FORCERADIUSDMG;
|
|
+EXTREMEDEATH;
|
|
+EXPLODEONWATER;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SSMB ABCD 2 Bright;
|
|
Loop;
|
|
Death:
|
|
TNT1 A 0 A_BallExplode();
|
|
SSMX ABCDEFGHIJKL 2 Bright;
|
|
TNT1 A 300;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class ViewShockSpark : ShockSpark
|
|
{
|
|
Vector3 ofs, vvel;
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
Actor.PostBeginPlay();
|
|
scale *= FRandom[Puff](0.4,0.9);
|
|
alpha *= FRandom[Puff](0.5,2.0);
|
|
roll = FRandom[ASMD](0,360);
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Actor.Tick();
|
|
if ( !target || !target.player )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
Vector3 x, y, z;
|
|
[x, y, z] = Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
|
Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
|
|
SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
|
|
bInvisible = (players[consoleplayer].camera != target);
|
|
if ( level.frozen || globalfreeze ) return;
|
|
ofs += vvel;
|
|
vvel *= 0.9;
|
|
scale *= 0.8;
|
|
if ( scale.x <= 0.01 ) Destroy();
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
ASMK A 1 Bright A_FadeOut(FRandom[ASMD](0.0,0.1));
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class ShockRifle : UTWeapon
|
|
{
|
|
action void A_ShockFire()
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
|
A_PlaySound("shock/fire",CHAN_WEAPON);
|
|
invoker.FireEffect();
|
|
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
|
|
A_AlertMonsters();
|
|
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z;
|
|
Actor p = Spawn("ShockBeam",origin);
|
|
p.angle = angle;
|
|
p.pitch = BulletSlope();
|
|
p.target = self;
|
|
for ( int i=0; i<12; i++ )
|
|
{
|
|
let s = Spawn("UTViewSmoke",origin);
|
|
UTViewSmoke(s).ofs = (10,2,-1.5);
|
|
s.scale *= 1.8;
|
|
s.target = self;
|
|
s.SetShade("C080FF");
|
|
s.A_SetRenderStyle(0.4,STYLE_AddShaded);
|
|
UTViewSmoke(s).vvel += (FRandom[ASMD](0.2,0.6),FRandom[ASMD](-0.2,0.2),FRandom[ASMD](-0.2,0.2));
|
|
}
|
|
int numpt = Random[ASMD](20,40);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
let s = Spawn("ViewShockSpark",origin);
|
|
ViewShockSpark(s).ofs = (10,2,-1.5);
|
|
s.target = self;
|
|
ViewShockSpark(s).vvel += (FRandom[ASMD](0.5,2.0),FRandom[ASMD](-1.5,1.5),FRandom[ASMD](-1.5,1.5));
|
|
}
|
|
}
|
|
action void A_ShockAlt()
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
|
A_PlaySound("shock/altfire",CHAN_WEAPON);
|
|
invoker.FireEffect();
|
|
UTMainHandler.DoFlash(self,Color(128,128,0,255),1);
|
|
A_AlertMonsters();
|
|
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z;
|
|
Actor p = Spawn("ShockBall",origin);
|
|
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 = (10,2,-1.5);
|
|
s.scale *= 2.2;
|
|
s.target = self;
|
|
s.SetShade("C080FF");
|
|
s.A_SetRenderStyle(0.4,STYLE_AddShaded);
|
|
UTViewSmoke(s).vvel += (FRandom[ASMD](0.4,1.2),FRandom[ASMD](-0.4,0.4),FRandom[ASMD](-0.4,0.4));
|
|
}
|
|
int numpt = Random[ASMD](20,40);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
let s = Spawn("ViewShockSpark",origin);
|
|
ViewShockSpark(s).ofs = (10,2,-1.5);
|
|
s.target = self;
|
|
ViewShockSpark(s).vvel += (FRandom[ASMD](0.5,2.0),FRandom[ASMD](-1.5,1.5),FRandom[ASMD](-1.5,1.5));
|
|
}
|
|
}
|
|
|
|
Default
|
|
{
|
|
Tag "Shock Rifle";
|
|
Inventory.PickupMessage "You got the ASMD Shock Rifle.";
|
|
Weapon.UpSound "shock/select";
|
|
Weapon.SlotNumber 4;
|
|
Weapon.SelectionOrder 6;
|
|
Weapon.AmmoType "ShockAmmo";
|
|
Weapon.AmmoUse 1;
|
|
Weapon.AmmoType2 "ShockAmmo";
|
|
Weapon.AmmoUse2 1;
|
|
Weapon.AmmoGive 20;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ASMP A -1;
|
|
Stop;
|
|
ASMP B -1;
|
|
Stop;
|
|
Ready:
|
|
ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
|
|
Idle:
|
|
ASMI A 1
|
|
{
|
|
A_CheckReload();
|
|
A_WeaponReady();
|
|
}
|
|
Wait;
|
|
Fire:
|
|
ASMF A 1 A_ShockFire();
|
|
ASMF BCDEFGHIJ 2;
|
|
Goto Idle;
|
|
AltFire:
|
|
ASMA A 1 A_ShockAlt();
|
|
ASMA BCDEFGHIJ 2;
|
|
Goto Idle;
|
|
Deselect:
|
|
ASMD ABCDEFG 1;
|
|
ASMD G 1 A_Lower(int.max);
|
|
Wait;
|
|
Select:
|
|
ASMS A 1 A_Raise(int.max);
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class EnhancedShockAmmo : Ammo
|
|
{
|
|
Default
|
|
{
|
|
Tag "Enhanced Shock Core";
|
|
Inventory.PickupMessage "You picked up an Enhanced Shock Core.";
|
|
Inventory.Amount 5;
|
|
Inventory.MaxAmount 25;
|
|
Ammo.BackpackAmount 0;
|
|
Ammo.BackpackMaxAmount 25;
|
|
Ammo.DropAmount 2;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SHOA A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class ViewSuperShockSpark : ViewShockSpark
|
|
{
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
SSMK A 1 Bright A_FadeOut(FRandom[ASMD](0.0,0.1));
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class EnhancedShockRifle : UTWeapon replaces InvulnerabilitySphere
|
|
{
|
|
int ticcnt;
|
|
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( !Owner ) return;
|
|
ticcnt++;
|
|
if ( ticcnt < 105 ) return;
|
|
ticcnt = 0;
|
|
DepleteAmmo(false,true,1);
|
|
}
|
|
action void A_SShockFire()
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
|
A_PlaySound("shock/fire",CHAN_WEAPON);
|
|
invoker.FireEffect();
|
|
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
|
|
A_AlertMonsters();
|
|
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z;
|
|
Actor p = Spawn("SuperShockBeam",origin);
|
|
p.angle = angle;
|
|
p.pitch = BulletSlope();
|
|
p.target = self;
|
|
for ( int i=0; i<12; i++ )
|
|
{
|
|
let s = Spawn("UTViewSmoke",origin);
|
|
UTViewSmoke(s).ofs = (10,2,-1.5);
|
|
s.scale *= 1.8;
|
|
s.target = self;
|
|
s.SetShade("FFC040");
|
|
s.A_SetRenderStyle(0.4,STYLE_AddShaded);
|
|
UTViewSmoke(s).vvel += (FRandom[ASMD](0.2,0.6),FRandom[ASMD](-0.2,0.2),FRandom[ASMD](-0.2,0.2));
|
|
}
|
|
int numpt = Random[ASMD](20,40);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
let s = Spawn("ViewSuperShockSpark",origin);
|
|
ViewShockSpark(s).ofs = (10,2,-1.5);
|
|
s.target = self;
|
|
ViewShockSpark(s).vvel += (FRandom[ASMD](0.5,2.0),FRandom[ASMD](-1.5,1.5),FRandom[ASMD](-1.5,1.5));
|
|
}
|
|
}
|
|
action void A_SShockAlt()
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
|
A_PlaySound("shock/altfire",CHAN_WEAPON);
|
|
invoker.FireEffect();
|
|
UTMainHandler.DoFlash(self,Color(128,255,128,0),1);
|
|
A_AlertMonsters();
|
|
A_QuakeEx(3,3,3,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-1.5*z;
|
|
Actor p = Spawn("SuperShockBall",origin);
|
|
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 = (10,2,-1.5);
|
|
s.scale *= 2.2;
|
|
s.target = self;
|
|
s.SetShade("FFC040");
|
|
s.A_SetRenderStyle(0.4,STYLE_AddShaded);
|
|
UTViewSmoke(s).vvel += (FRandom[ASMD](0.4,1.2),FRandom[ASMD](-0.4,0.4),FRandom[ASMD](-0.4,0.4));
|
|
}
|
|
int numpt = Random[ASMD](20,40);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
let s = Spawn("ViewSuperShockSpark",origin);
|
|
ViewShockSpark(s).ofs = (10,2,-1.5);
|
|
s.target = self;
|
|
ViewShockSpark(s).vvel += (FRandom[ASMD](0.5,2.0),FRandom[ASMD](-1.5,1.5),FRandom[ASMD](-1.5,1.5));
|
|
}
|
|
}
|
|
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
|
|
{
|
|
if ( (Owner.player.ReadyWeapon != self) && (Ammo1.Amount <= 0) ) return false;
|
|
return Super.CheckAmmo(fireMode,autoSwitch,requireAmmo,ammocount);
|
|
}
|
|
Default
|
|
{
|
|
Tag "Enhanced Shock Rifle";
|
|
Inventory.PickupMessage "You got an Enhanced Shock Rifle!";
|
|
Weapon.UpSound "shock/select";
|
|
Weapon.SlotNumber 4;
|
|
Weapon.SelectionOrder 6;
|
|
+INVENTORY.ALWAYSPICKUP;
|
|
Weapon.AmmoType "EnhancedShockAmmo";
|
|
Weapon.AmmoUse 1;
|
|
Weapon.AmmoType2 "EnhancedShockAmmo";
|
|
Weapon.AmmoUse2 1;
|
|
Weapon.AmmoGive 25;
|
|
+WEAPON.AMMO_OPTIONAL;
|
|
+WEAPON.ALT_AMMO_OPTIONAL;
|
|
+WEAPON.CHEATNOTWEAPON;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
ASMP A -1;
|
|
Stop;
|
|
ASMP B -1;
|
|
Stop;
|
|
Ready:
|
|
ASMS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
|
|
Idle:
|
|
ASMI A 1 A_WeaponReady();
|
|
Wait;
|
|
Fire:
|
|
ASMI A 0 A_JumpIfNoAmmo("DryFire");
|
|
ASMF A 1 A_SShockFire();
|
|
ASMF BCDEFGHIJ 2;
|
|
Goto Idle;
|
|
AltFire:
|
|
ASMI A 0 A_JumpIfNoAmmo("DryFire");
|
|
ASMA A 1 A_SShockAlt();
|
|
ASMA BCDEFGHIJ 2;
|
|
Goto Idle;
|
|
DryFire:
|
|
ASMA I 3
|
|
{
|
|
A_PlaySound("sshock/dryfire",CHAN_WEAPON);
|
|
A_AlertMonsters();
|
|
}
|
|
ASMA J 4;
|
|
ASMI A 10;
|
|
Goto Idle;
|
|
Deselect:
|
|
ASMD ABCDEFG 1;
|
|
ASMD G 1 A_Lower(int.max);
|
|
Wait;
|
|
Select:
|
|
ASMS A 1 A_Raise(int.max);
|
|
Wait;
|
|
}
|
|
}
|