flak_m/zscript/impacthammer.zsc
Marisa Kirisame a5debcdbb2 Corrected Armor/Pads + Shield Belt pickup behavior.
Reduced Biorifle damage relative to sludge scale.
Increased Flak Cannon chunk damage and amount and primary fire speed.
Increased Impact Hammer damage and knockback to enemies.
Added rare spawn of redeemer ammo pickups for cell packs.
Reduced Pulsegun beam damage timer.
Increased Ripper primary fire speed.
2018-08-09 22:01:16 +02:00

296 lines
8.7 KiB
Text

Class HammerImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal("ImpactMark",20);
int numpt = Random[Impact](20,40);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8))).unit()*FRandom[Impact](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Impact](128,192));
}
numpt = Random[Impact](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Impact](-1,1),FRandom[Impact](-1,1),FRandom[Impact](-1,1)).unit()*FRandom[Impact](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Impact](4,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Impact](-1,1),FRandom[Impact](-1,1),FRandom[Impact](-1,1)).unit()*FRandom[Impact](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class ImpactHammer : UTWeapon replaces Fist
{
double chargesize, count;
action void A_ResetCharge()
{
invoker.chargesize = 0;
invoker.count = 0;
invoker.FireEffect(); // intentional UT behavior
}
action void A_ChargeUp( int amt = 1 )
{
invoker.chargesize += (0.75*amt)/TICRATE;
invoker.count += double(amt)/TICRATE;
if ( invoker.count > 0.2 )
{
invoker.count = 0;
A_AlertMonsters();
}
A_QuakeEx(clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),clamp(int(invoker.chargesize*3),0,3),amt+1,0,96,"",QF_RELATIVE,rollIntensity:clamp(invoker.chargesize*0.3,0,0.3));
}
action void A_FireBlast()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("impact/release",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
double realcharge = min(1.5,invoker.chargesize);
FLineTraceData d;
LineTrace(angle,80,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = int(Random[Impact](90,120)*realcharge);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
d.HitActor.vel = x*(2000/d.HitActor.mass)*realcharge;
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
realcharge = max(1.0,realcharge);
int dmg = int(Random[Impact](16,24)*realcharge); // It's a flat damage of 36 on UT, but I think it's more fair for it to scale
dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
TraceBleed(dmg,invoker);
vel -= x*(1200/mass)*realcharge;
let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
A_QuakeEx(int(realcharge*6),int(realcharge*6),int(realcharge*6),16,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
realcharge = max(1.0,realcharge);
int numpt = Random[Impact](5,10);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4))).unit()*FRandom[Impact](1,3)*realcharge;
let s = Spawn("UTSmoke",origin);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Impact](128,192));
}
numpt = Random[Impact](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5))).unit()*FRandom[Impact](2,16)*realcharge;
let s = Spawn("UTChip",origin);
s.vel = pvel;
s.scale *= 0.4;
}
}
action void A_FireAltBlast()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("impact/fire",CHAN_WEAPON);
invoker.FireEffect();
A_AlertMonsters();
A_QuakeEx(2,2,2,6,0,1,"",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+3.0*y-4.0*z;
FLineTraceData d;
LineTrace(angle,180,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
double dscale = d.Distance/180.;
if ( d.HitType == TRACE_HitActor )
{
int dmg = int(Random[Impact](25,35)*dscale);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
d.HitActor.vel = x*(900/d.HitActor.mass)*dscale;
}
else if ( d.HitType != TRACE_HitNone )
{
int dmg = int(Random[Impact](16,24)*dscale);
dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
vel -= x*(600/mass)*dscale;
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
// push aside projectiles
let t = ThinkerIterator.Create("Actor");
Actor m;
while ( m = Actor(t.Next()) )
{
if ( !m.bMISSILE ) continue;
double rdist = level.Vec3Diff(origin,m.pos).length();
Vector3 rdir = level.Vec3Diff(origin,m.pos).unit();
if ( LineTrace(atan2(rdir.y,rdir.x),rdist,asin(-rdir.z),TRF_THRUACTORS|TRF_ABSPOSITION,origin.z,origin.x,origin.y) || (rdist > 550) || (rdir dot x < 0.9) ) continue;
m.speed = m.vel.length();
if ( m.vel dot y > 0 ) m.vel = m.speed*(m.vel+(750-rdist)*y*0.01).unit();
else m.vel = m.speed*(m.vel-(750-rdist)*y*0.01).unit();
if ( m.target == self ) continue;
if ( m.bSEEKERMISSILE ) m.tracer = m.target;
m.target = self;
}
int numpt = Random[Impact](5,10);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4))).unit()*FRandom[Impact](1,3);
let s = Spawn("UTSmoke",origin);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Impact](128,192));
}
numpt = Random[Impact](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5))).unit()*FRandom[Impact](2,16);
let s = Spawn("UTChip",origin);
s.vel = pvel;
s.scale *= 0.4;
}
}
action void A_ImpactRefire( statelabel flash = null )
{
FLineTraceData d;
Vector3 x, y, z;
[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
override void DetachFromOwner()
{
if ( Owner ) Owner.A_StopSound(CHAN_WEAPON);
Super.DetachFromOwner();
}
Default
{
Tag "Impact Hammer";
Obituary "%o was smeared by %k's piston.";
Inventory.PickupMessage "You got the Impact Hammer.";
Weapon.UpSound "impact/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9;
+WEAPON.MELEEWEAPON;
}
States
{
Spawn:
IMPP A -1;
Stop;
IMPP B -1;
Stop;
Select:
IMPS A 1 A_Raise(int.max);
Wait;
Ready:
IMPS ABCDEFGHIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE);
Idle:
IMPI A 1 A_WeaponReady();
Wait;
Fire:
IMPL A 0
{
A_ResetCharge();
A_PlaySound("impact/pull",CHAN_WEAPON);
}
IMPL A 5 A_ChargeUp(5);
IMPL B 0 A_ImpactRefire(1);
Goto Release;
IMPL B 5 A_ChargeUp(5);
IMPL C 0 A_ImpactRefire(1);
Goto Release;
IMPL C 5 A_ChargeUp(5);
IMPL D 0 A_ImpactRefire(1);
Goto Release;
IMPL D 5 A_ChargeUp(5);
IMPL E 0 A_ImpactRefire(1);
Goto Release;
IMPL E 5 A_ChargeUp(5);
IMPL E 0 A_ImpactRefire(1);
Goto Release;
IMPL E 0 A_PlaySound("impact/loop",CHAN_WEAPON,looping:true);
Hold:
IMPR A 1 A_ChargeUp();
IMPR B 0 A_ImpactRefire(1);
Goto Release;
IMPR B 1 A_ChargeUp();
IMPR C 0 A_ImpactRefire(1);
Goto Release;
IMPR C 1 A_ChargeUp();
IMPR D 0 A_ImpactRefire(1);
Goto Release;
IMPR D 1 A_ChargeUp();
IMPR E 0 A_ImpactRefire(1);
Goto Release;
IMPR E 1 A_ChargeUp();
IMPR F 0 A_ImpactRefire(1);
Goto Release;
IMPR F 1 A_ChargeUp();
IMPR G 0 A_ImpactRefire(1);
Goto Release;
IMPR G 1 A_ChargeUp();
IMPR H 0 A_ImpactRefire(1);
Goto Release;
IMPR H 1 A_ChargeUp();
IMPR I 0 A_ImpactRefire(1);
Goto Release;
IMPR I 1 A_ChargeUp();
IMPR J 0 A_ImpactRefire(1);
Goto Release;
IMPR J 1 A_ChargeUp();
IMPR A 0 A_ImpactRefire("Hold");
Goto Release;
Release:
IMPF A 0 A_FireBlast();
IMPF AABCCDEEFGGHIIJKKLMMNOOP 1;
Goto Idle;
AltFire:
IMPF A 0 A_FireAltBlast();
IMPF ABCDEFGHIJKLMNOP 1;
Goto Idle;
Deselect:
IMPD A 0 A_StopSound(CHAN_WEAPON);
IMPD ABCDE 2;
IMPD E 1 A_Lower(int.max);
Wait;
}
}