flak_m/zscript/minigun.zsc
Marisa Kirisame 775172a7a8 Various changes to feel closer to vanilla UT, mainly in terms of projectile gravity and velocity.
Reduced the smoke on the minigun and casings for better performance.
Corrected the number of chunks (was 6, should be 8) fired by the flak cannon.
Reduced flak chunk spread (should be ~5.5 degrees, was double of that) on the weapon and slugs.
Reduced the size of the shock rifle combo shockwave mesh to be closer to vanilla UT.
Misc. tweaks to health item textures.
Reduced the blur in the Redeemer view shader, it was too strong.
Fix expiration messages on powerups appearing on level changes.
Address complaints about how I change Kinsie's test map. Shouldn't be too dark now.
2019-01-24 22:50:46 +01:00

394 lines
9.3 KiB
Text

Class MiniAmmo : Ammo
{
Default
{
Tag "Large Bullets";
Inventory.PickupMessage "You picked up %d bullets.";
Inventory.Amount 50;
Inventory.MaxAmount 200;
Ammo.BackpackAmount 100;
Ammo.BackpackMaxAmount 400;
Ammo.DropAmount 20;
}
override String PickupMessage()
{
return String.Format(pickupmsg,Amount);
}
States
{
Spawn:
MAMO A -1;
Stop;
}
}
Class MinigunLight : EnforcerLight
{
override void PostBeginPlay()
{
Super.PostBeginPlay();
args[LIGHT_INTENSITY] = Random[Minigun](120,180);
}
}
Class MinigunTracer : Actor
{
Vector3 dest;
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOCLIP;
+NOGRAVITY;
+DONTSPLASH;
+INTERPOLATEANGLES;
}
override void Tick()
{
Super.Tick();
if ( level.frozen || globalfreeze ) return;
Vector3 dir = level.Vec3Diff(pos,dest);
if ( dir.length() < 160 )
{
Destroy();
return;
}
dir = dir.unit();
SetOrigin(Vec3Offset(dir.x*160,dir.y*160,dir.z*160),true);
angle = atan2(dir.y,dir.x);
pitch = asin(-dir.z);
roll += 60;
}
States
{
Spawn:
TRAC A -1 Bright;
Stop;
}
}
Class Minigun : UTWeapon
{
int bcnt, tcnt;
action void A_FireBullet( bool alt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
A_Overlay(-2,"MuzzleFlash",true);
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
invoker.bcnt++;
if ( (alt && (invoker.bcnt < 2)) || (!alt && (invoker.bcnt < 4)) ) return;
invoker.bcnt = 0;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,255,0),1);
A_AlertMonsters();
if ( alt )
{
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.5,0,1,SWING_Spring,0,3);
}
else
{
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
UTMainHandler.DoSwing(self,(FRandom[Minigun](-1,1),FRandom[Minigun](-1,1)),0.3,0,1,SWING_Spring,0,3);
}
let l = Spawn("MinigunLight",pos);
l.target = self;
if ( !alt ) MinigunLight(l).cnt--;
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = pos+(0,0,player.viewheight)+10.0*x+y*2.0-z*2.0;
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,alt?0.05:0.02);
[x2, y2, z2] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[Minigun](9,18); // fun fact: the Minigun is one of the few weapons that has actual RNG damage in UT
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 500;
if ( FRandom[Minigun](0,1) < 0.2 ) mm *= 2.5;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,dmg*mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
p.scale *= 0.75;
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
p.scale *= 0.75;
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
if ( !Random[Minigun](0,1) )
{
let t = Spawn("MinigunTracer",origin+x*20.0);
t.angle = atan2(dir.y,dir.x);
t.pitch = asin(-dir.z);
MinigunTracer(t).dest = d.HitLocation;
}
for ( int i=0; i<2; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
s.scale *= 1.5;
s.alpha *= 0.6;
UTViewSmoke(s).vvel += (FRandom[Minigun](0.2,0.8),FRandom[Minigun](-0.3,0.3),FRandom[Minigun](-0.3,0.3));
s.target = self;
}
origin += x*8.0+y*5.0-z*5.0;
let c = Spawn("UTCasing",origin);
c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
c.Scale *= 0.5;
}
action void A_MinigunRefire( statelabel flash = null, bool nounwind = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( weap.Ammo1.Amount <= 0 )
{
if ( nounwind ) return;
A_ClearRefire();
player.setpsprite(PSP_WEAPON,weap.FindState("Unwind"));
return;
}
if ( nounwind )
{
if ( player.cmd.buttons&BT_ALTATTACK )
{
weap.bAltFire = true;
flash = "AltFire";
}
else
{
weap.bAltFire = false;
flash = "Fire";
}
}
A_Refire(flash);
}
Default
{
Tag "Minigun";
Obituary "%k's Minigun turned %o into a leaky piece of meat.";
Inventory.PickupMessage "You got the Minigun.";
Weapon.UpSound "minigun/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 3;
Weapon.AmmoType "MiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "MiniAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 50;
Weapon.Kickback 180;
UTWeapon.DropAmmo 20;
}
States
{
Spawn:
MGNP A -1;
Stop;
MGNP B -1;
Stop;
Select:
MGNS A 1 A_Raise(int.max);
Wait;
Ready:
MGNS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
Idle:
MGNI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
Fire:
AltFire:
MGNI A 3 { invoker.bcnt = 5; }
Hold:
MGNF A 1
{
A_PlaySound("minigun/fire",CHAN_WEAPON,1.0,true);
A_FireBullet();
}
MGNF B 0 A_MinigunRefire(1);
Goto Unwind;
MGNF B 1 A_FireBullet();
MGNF C 0 A_MinigunRefire(1);
Goto Unwind;
MGNF C 1 A_FireBullet();
MGNF D 0 A_MinigunRefire(1);
Goto Unwind;
MGNF D 1 A_FireBullet();
MGNF E 0 A_MinigunRefire(1);
Goto Unwind;
MGNF E 1 A_FireBullet();
MGNF F 0 A_MinigunRefire(1);
Goto Unwind;
MGNF F 1 A_FireBullet();
MGNF G 0 A_MinigunRefire(1);
Goto Unwind;
MGNF G 1 A_FireBullet();
MGNF H 0 A_MinigunRefire(1);
Goto Unwind;
MGNF H 1 A_FireBullet();
MGNF I 0 A_MinigunRefire(1);
Goto Unwind;
MGNF I 1 A_FireBullet();
MGNF J 0 A_MinigunRefire(1);
Goto Unwind;
MGNF J 1 A_FireBullet();
MGNF K 0 A_MinigunRefire(1);
Goto Unwind;
MGNF K 1 A_FireBullet();
MGNF L 0 A_MinigunRefire(1);
Goto Unwind;
MGNF L 1 A_FireBullet();
MGNF M 0 A_MinigunRefire(1);
Goto Unwind;
MGNF M 1 A_FireBullet();
MGNF N 0 A_MinigunRefire(1);
Goto Unwind;
MGNF N 1 A_FireBullet();
MGNF O 0 A_MinigunRefire(1);
Goto Unwind;
MGNF O 1 A_FireBullet();
MGNF P 0 A_MinigunRefire(1);
Goto Unwind;
MGNF P 1 A_FireBullet();
MGNF Q 0 A_MinigunRefire(1);
Goto Unwind;
MGNF Q 1 A_FireBullet();
MGNF R 0 A_MinigunRefire(1);
Goto Unwind;
MGNF R 1 A_FireBullet();
MGNF S 0 A_MinigunRefire(1);
Goto Unwind;
MGNF S 1 A_FireBullet();
MGNF A 0
{
if ( invoker.bAltFire ) A_MinigunRefire(1);
else A_MinigunRefire("Hold");
}
Goto Unwind;
AltHold:
MGNF A 1
{
A_PlaySound("minigun/altfire",CHAN_WEAPON,1.0,true);
A_FireBullet(true);
}
MGNF D 0 A_MinigunRefire(1);
Goto Unwind;
MGNF D 1 A_FireBullet(true);
MGNF G 0 A_MinigunRefire(1);
Goto Unwind;
MGNF G 1 A_FireBullet(true);
MGNF J 0 A_MinigunRefire(1);
Goto Unwind;
MGNF J 1 A_FireBullet(true);
MGNF M 0 A_MinigunRefire(1);
Goto Unwind;
MGNF M 1 A_FireBullet(true);
MGNF P 0 A_MinigunRefire(1);
Goto Unwind;
MGNF P 1 A_FireBullet(true);
MGNF S 0 A_MinigunRefire(1);
Goto Unwind;
MGNF S 1 A_FireBullet(true);
MGNF C 0 A_MinigunRefire(1);
Goto Unwind;
MGNF C 1 A_FireBullet(true);
MGNF F 0 A_MinigunRefire(1);
Goto Unwind;
MGNF F 1 A_FireBullet(true);
MGNF I 0 A_MinigunRefire(1);
Goto Unwind;
MGNF I 1 A_FireBullet(true);
MGNF L 0 A_MinigunRefire(1);
Goto Unwind;
MGNF L 1 A_FireBullet(true);
MGNF O 0 A_MinigunRefire(1);
Goto Unwind;
MGNF O 1 A_FireBullet(true);
MGNF R 0 A_MinigunRefire(1);
Goto Unwind;
MGNF R 1 A_FireBullet(true);
MGNF B 0 A_MinigunRefire(1);
Goto Unwind;
MGNF B 1 A_FireBullet(true);
MGNF E 0 A_MinigunRefire(1);
Goto Unwind;
MGNF E 1 A_FireBullet(true);
MGNF H 0 A_MinigunRefire(1);
Goto Unwind;
MGNF H 1 A_FireBullet(true);
MGNF K 0 A_MinigunRefire(1);
Goto Unwind;
MGNF K 1 A_FireBullet(true);
MGNF N 0 A_MinigunRefire(1);
Goto Unwind;
MGNF N 1 A_FireBullet(true);
MGNF Q 0 A_MinigunRefire(1);
Goto Unwind;
MGNF Q 1 A_FireBullet(true);
MGNF A 0 A_MinigunRefire("AltHold");
Goto Unwind;
Unwind:
MGNU A 0 A_PlaySound("minigun/unwind",CHAN_WEAPON);
MGNU ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_MinigunRefire(null,true);
MGU2 ABCDEFGHIJKLM 1 A_MinigunRefire(null,true);
Goto Idle;
Deselect:
MGND A 1 A_StopSound(CHAN_WEAPON);
MGND BCDEFGHIJ 1;
MGND J 1 A_Lower(int.max);
Wait;
MuzzleFlash:
TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9);
Stop;
MMUZ A 2 Bright;
Stop;
MMUZ B 2 Bright;
Stop;
MMUZ C 2 Bright;
Stop;
MMUZ D 2 Bright;
Stop;
MMUZ E 2 Bright;
Stop;
MMUZ F 2 Bright;
Stop;
MMUZ G 2 Bright;
Stop;
MMUZ H 2 Bright;
Stop;
MMUZ I 2 Bright;
Stop;
}
}