Corrected some stuff and tweaked models and offsets again. Added gib impact sounds (Droplets compat). Made Translocator module throwing work like in UT (same math, even). Corrected sludge wall sticking, uses projection now rather than a cheap trace.
395 lines
7.2 KiB
Text
395 lines
7.2 KiB
Text
Class UTRocketAmmo : Ammo
|
|
{
|
|
Default
|
|
{
|
|
Tag "Rocket Pack";
|
|
Inventory.PickupMessage "You picked up a Rocket Pack.";
|
|
Inventory.Amount 12;
|
|
Inventory.MaxAmount 48;
|
|
Ammo.BackpackAmount 12;
|
|
Ammo.BackpackMaxAmount 48;
|
|
Ammo.DropAmount 3;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RPAK A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
// There was no single rocket ammo in UT, so this one is also just improvised like the Redeemer ammo pickup
|
|
Class UTRocketAmmo2 : UTRocketAmmo
|
|
{
|
|
Default
|
|
{
|
|
Tag "Single Rocket";
|
|
Inventory.PickupMessage "You picked up a Single Rocket.";
|
|
Inventory.Amount 1;
|
|
Ammo.DropAmount 1;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RCKT A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTRocket : Actor
|
|
{
|
|
Default
|
|
{
|
|
Obituary "%o was smacked down by %k's Rocket Launcher.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RCKT B 1;
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class UTGrenade : Actor
|
|
{
|
|
Default
|
|
{
|
|
Obituary "%o was smacked down by %k's Rocket Launcher.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
RCKT A 1;
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class UTRocketLauncher : UTWeapon
|
|
{
|
|
Actor LockedTarget;
|
|
|
|
// consumes 1 ammo
|
|
action void A_LoadRocket()
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
|
}
|
|
|
|
// refire that is ignored if there's no ammo
|
|
action void A_LoadedRefire( statelabel flash = null )
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
|
A_Refire(flash);
|
|
}
|
|
|
|
// fire all the rockets (or grenades)
|
|
action void A_FireRockets( int num )
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( weap.bAltFire ) A_PlaySound("utrl/altfire",CHAN_WEAPON);
|
|
else A_PlaySound("utrl/fire",CHAN_WEAPON);
|
|
invoker.FireEffect();
|
|
UTMainHandler.DoFlash(self,Color(64,255,0,0),1);
|
|
A_AlertMonsters();
|
|
A_QuakeEx(2+num,2+num,2+num,6+num,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1+num*0.05);
|
|
// TODO
|
|
}
|
|
|
|
// lock-on check (TODO)
|
|
Actor CheckTarget()
|
|
{
|
|
return null;
|
|
}
|
|
|
|
Default
|
|
{
|
|
Tag "Rocket Launcher";
|
|
Inventory.PickupMessage "You got the Rocket Launcher.";
|
|
Weapon.UpSound "utrl/select";
|
|
Weapon.SlotNumber 9;
|
|
Weapon.SelectionOrder 1;
|
|
Weapon.AmmoType "UTRocketAmmo";
|
|
Weapon.AmmoUse 1;
|
|
Weapon.AmmoType2 "UTRocketAmmo";
|
|
Weapon.AmmoUse2 1;
|
|
Weapon.AmmoGive 6;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
EBLP A -1;
|
|
Stop;
|
|
EBLP B -1;
|
|
Stop;
|
|
Select:
|
|
EBLS A 1 A_Raise(int.max);
|
|
Wait;
|
|
Ready:
|
|
EBLS ABCDEFGHIJKLMNOPQRST 1;
|
|
Idle:
|
|
EBLI A 1
|
|
{
|
|
A_CheckReload();
|
|
A_WeaponReady();
|
|
}
|
|
Wait;
|
|
Fire:
|
|
AltFire:
|
|
// one is loaded already
|
|
EBLI A 3 A_LoadRocket();
|
|
EBLI A 0 A_LoadedRefire(1);
|
|
Goto FireOne;
|
|
// load two
|
|
EBLI A 2;
|
|
EBL1 A 0;
|
|
EBR1 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR1 B 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBR1 B 2;
|
|
EBR1 C 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBR1 C 2;
|
|
EBR1 D 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBR1 D 2;
|
|
EBR1 E 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBR1 E 2;
|
|
EBR1 F 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBR1 F 2;
|
|
EBR1 G 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBR1 G 2;
|
|
EBL2 A 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBL2 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL2 B 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBL2 B 3;
|
|
EBL2 C 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBL2 C 3;
|
|
EBL2 D 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBL2 D 3;
|
|
EBL2 E 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBL2 E 3;
|
|
EBL2 F 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBL2 F 3;
|
|
EBL2 G 0 A_Refire(1);
|
|
Goto FireOne;
|
|
EBL2 G 3 A_LoadRocket();
|
|
EBR2 A 0 A_LoadedRefire(1);
|
|
Goto FireTwo;
|
|
// load three
|
|
EBR2 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR2 B 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBR2 B 2;
|
|
EBR2 C 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBR2 C 2;
|
|
EBR2 D 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBR2 D 2;
|
|
EBR2 E 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBR2 E 2;
|
|
EBR2 F 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBR2 F 2;
|
|
EBR2 G 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBR2 G 2;
|
|
EBL3 A 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL3 B 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 B 3;
|
|
EBL3 C 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 C 3;
|
|
EBL3 D 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 D 3;
|
|
EBL3 E 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 E 3;
|
|
EBL3 F 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 F 3;
|
|
EBL3 G 0 A_Refire(1);
|
|
Goto FireTwo;
|
|
EBL3 G 3 A_LoadRocket();
|
|
EBR3 A 0 A_LoadedRefire(1);
|
|
Goto FireThree;
|
|
// load four
|
|
EBR3 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR3 B 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 B 2;
|
|
EBR3 C 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 C 2;
|
|
EBR3 D 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 D 2;
|
|
EBR3 E 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 E 2;
|
|
EBR3 F 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 F 2;
|
|
EBR3 G 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBR3 G 2;
|
|
EBL4 A 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL4 B 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 B 3;
|
|
EBL4 C 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 C 3;
|
|
EBL4 D 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 D 3;
|
|
EBL4 E 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 E 3;
|
|
EBL4 F 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 F 3;
|
|
EBL4 G 0 A_Refire(1);
|
|
Goto FireThree;
|
|
EBL4 G 3 A_LoadRocket();
|
|
EBR4 A 0 A_LoadedRefire(1);
|
|
Goto FireFour;
|
|
// load five
|
|
EBR4 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR4 B 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 B 2;
|
|
EBR4 C 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 C 2;
|
|
EBR4 D 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 D 2;
|
|
EBR4 E 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 E 2;
|
|
EBR4 F 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 F 2;
|
|
EBR4 G 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBR4 G 2;
|
|
EBL5 A 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL5 B 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 B 3;
|
|
EBL5 C 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 C 3;
|
|
EBL5 D 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 D 3;
|
|
EBL5 E 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 E 3;
|
|
EBL5 F 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 F 3;
|
|
EBL5 G 0 A_Refire(1);
|
|
Goto FireFour;
|
|
EBL5 G 3 A_LoadRocket();
|
|
EBR5 A 0 A_LoadedRefire(1);
|
|
Goto FireFive;
|
|
// load six
|
|
EBR5 A 2 A_PlaySound("utrl/rotate",CHAN_WEAPON,0.1);
|
|
EBR5 B 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 B 2;
|
|
EBR5 C 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 C 2;
|
|
EBR5 D 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 D 2;
|
|
EBR5 E 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 E 2;
|
|
EBR5 F 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 F 2;
|
|
EBR5 G 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBR5 G 2;
|
|
EBL6 A 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 A 3 A_PlaySound("utrl/load",CHAN_WEAPON);
|
|
EBL6 B 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 B 3;
|
|
EBL6 C 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 C 3;
|
|
EBL6 D 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 D 3;
|
|
EBL6 E 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 E 3;
|
|
EBL6 F 0 A_Refire(1);
|
|
Goto FireFive;
|
|
EBL6 F 3 A_LoadRocket();
|
|
Goto FireSix;
|
|
FireOne:
|
|
EBF1 A 0 A_FireRockets(1);
|
|
EBF1 ABCDEFGH 2;
|
|
EBLI A 2;
|
|
Goto Idle;
|
|
FireTwo:
|
|
EBF2 A 0 A_FireRockets(2);
|
|
EBF2 ABCDEFGHIJK 2;
|
|
EBLI A 2;
|
|
Goto Idle;
|
|
FireThree:
|
|
EBF3 A 0 A_FireRockets(3);
|
|
EBF3 ABCDEFGHIJ 2;
|
|
EBLI A 2;
|
|
Goto Idle;
|
|
FireFour:
|
|
EBF4 A 0 A_FireRockets(4);
|
|
EBF4 ABCDEFGHIJK 2;
|
|
EBLI A 2;
|
|
Goto Idle;
|
|
FireFive:
|
|
EBF5 A 0 A_FireRockets(5);
|
|
EBF5 ABCDEFGHIJKLM 2;
|
|
EBLI A 2;
|
|
Goto Idle;
|
|
FireSix:
|
|
EBF6 A 0 A_FireRockets(6);
|
|
EBF6 ABCDEFGHIJKLMNOP 2;
|
|
EBLI A 2;
|
|
Goto Idle;
|
|
Deselect:
|
|
EBLD ABCDEFGHIJK 1;
|
|
EBLD K 1 A_Lower(int.max);
|
|
Wait;
|
|
}
|
|
}
|