flak_m/zscript/flakcannon.zsc
Marisa Kirisame cbb498378e Removal of all RNG damage (excluding minigun).
Enhanced Shock Rifle is now actually instakill as it's meant to be.
Enhanced Shock Rifle is disabled by default for deathmatch (toggleable).
Implemented Instagib Deathmatch through flak_instagib cvar.
Fixed a small typo in the modeldef entry of the enhanced shock ball shockwave.
2019-04-07 21:37:24 +02:00

717 lines
17 KiB
Text

Class FlakAmmo : Ammo
{
Default
{
Tag "Flak Shells";
Inventory.PickupMessage "You picked up %d Flak Shells.";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
override String PickupMessage()
{
return String.Format(pickupmsg,Amount);
}
States
{
Spawn:
FAMO A -1;
Stop;
}
}
Class FlakAmmo2 : FlakAmmo
{
Default
{
Tag "Flak Shell";
Inventory.PickupMessage "You picked up a Flak Shell.";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
FSLG A -1;
Stop;
}
}
Class ChunkLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,224,128,8;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(255*(10-target.frame)*0.1);
args[LIGHT_GREEN] = int(224*(10-target.frame)*0.1);
args[LIGHT_BLUE] = int(128*(10-target.frame)*0.1);
}
}
Class ChunkTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
Scale 0.2;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let l = Spawn("ChunkLight",pos);
l.target = self;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
if ( InStateSequence(CurState,FindState("Death")) ) return;
if ( !target )
{
int dist = FindState("Spawn").DistanceTo(CurState);
SetState(FindState("Death")+dist);
return;
}
SetOrigin(target.pos+(0,0,speed),true);
}
States
{
Spawn:
FGLO ABCDEFGHIJK 3 Bright;
Stop;
Death:
FGLO ABCDEFGHIJK 1 Bright;
Stop;
}
}
Class FlakAccumulator : Thinker
{
Actor victim;
int amount;
int cnt;
override void Tick()
{
Super.Tick();
cnt++;
if ( cnt < 5 ) return;
Destroy();
}
static void Accumulate( Actor victim, int amount )
{
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a, match = null;
while ( a = FlakAccumulator(ti.Next()) )
{
if ( a.victim != victim ) continue;
match = a;
break;
}
if ( !match )
{
match = new("FlakAccumulator");
match.ChangeStatNum(STAT_USER);
match.victim = victim;
}
match.cnt = 0;
match.amount += amount;
}
static int GetAmount( Actor victim )
{
let ti = ThinkerIterator.Create("FlakAccumulator",STAT_USER);
FlakAccumulator a;
while ( a = FlakAccumulator(ti.Next()) )
{
if ( a.victim != victim ) continue;
return a.amount;
}
return 0;
}
}
Class FlakChunk : Actor
{
ChunkTrail trail;
double rollvel, pitchvel, yawvel;
double lifetime, lifespeed;
int lifetics;
Vector3 oldvel;
Default
{
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
Radius 2;
Height 2;
Speed 32;
DamageFunction 16;
DamageType 'Shredded';
BounceType "Hexen";
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
+CANBOUNCEWATER;
+SKYEXPLODE;
+INTERPOLATEANGLES;
+HITTRACER;
Scale 0.3;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
trail = ChunkTrail(Spawn("ChunkTrail",pos));
trail.target = self;
trail.speed = 1.2;
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1);
scale *= Frandom[Flak](0.8,1.2);
SetState(ResolveState("Spawn")+Random[Flak](0,3));
}
override void Tick()
{
oldvel = vel;
Super.Tick();
if ( globalfreeze || level.frozen ) return;
if ( waterlevel > 0 )
{
vel.xy *= 0.98;
rollvel *= 0.98;
pitchvel *= 0.98;
yawvel *= 0.98;
if ( trail ) trail.Destroy();
}
lifetics++;
if ( lifetics > 3 )
{
lifetics = 0;
if ( frame < 11 ) frame++;
}
lifetime += lifespeed;
if ( (waterlevel <= 0) && (frame < 10) && !(lifetics%2) )
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1));
s.alpha = scale.x/0.5;
s.SetShade("AAAAAA");
}
else if ( waterlevel > 0 )
{
let s = Spawn("UTBubble",pos);
s.vel = (FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1),FRandom[Flak](-0.1,0.1));
s.scale *= scale.x*0.5;
}
if ( trail ) trail.alpha = max(0,11-frame)/11.;
if ( InStateSequence(CurState,FindState("Death")) ) return;
roll += rollvel;
pitch += pitchvel;
angle += pitchvel;
}
void A_HandleBounce()
{
// chunks in vanilla have a special variation on the standard reflect formula that causes them to bounce differently when hitting a surface head-on
// (0.5 to 0.8 reduction perpendicular to the surface normal, to be specific)
Vector3 HitNormal = -vel.unit();
if ( BlockingFloor ) HitNormal = BlockingFloor.floorplane.Normal;
else if ( BlockingCeiling ) HitNormal = BlockingCeiling.ceilingplane.Normal;
else if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
HitNormal *= -1;
}
else if ( BlockingMobj )
{
Vector3 diff = level.Vec3Diff(pos,BlockingMobj.pos);
if ( (pos.x+radius) <= (BlockingMobj.pos.x-BlockingMobj.radius) )
HitNormal = (-1,0,0);
else if ( (pos.x-radius) >= (BlockingMobj.pos.x+BlockingMobj.radius) )
HitNormal = (1,0,0);
else if ( (pos.y+radius) <= (BlockingMobj.pos.y-BlockingMobj.radius) )
HitNormal = (0,-1,0);
else if ( (pos.y-radius) >= (BlockingMobj.pos.y+BlockingMobj.radius) )
HitNormal = (0,1,0);
else if ( pos.z >= (BlockingMobj.pos.z+BlockingMobj.height) )
HitNormal = (0,0,1);
else if ( (pos.z+height) <= BlockingMobj.pos.z )
HitNormal = (0,0,-1);
}
// undo the bounce, we need to hook in our own
vel = oldvel;
// re-do the bounce with our formula
vel = 0.8*((vel dot HitNormal)*HitNormal*(-1.8+FRandom[Flak](0.0,0.8))+vel);
bHITOWNER = true;
int numpt = Random[Flak](2,3);
if ( (frame < 10) && Random[Flak](0,1) )
{
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,4);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
}
else A_SprayDecal("WallCrack",-8);
A_Gravity();
gravity = 0.35;
rollvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
pitchvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
yawvel = FRandom[Flak](50,100)*RandomPick[Flak](-1,1)*(vel.length()/speed);
A_PlaySound("flak/bounce",volume:0.3);
A_AlertMonsters();
if ( vel.length() < 5.0 ) ExplodeMissile();
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( vel.length() <= 5.0 ) return -1;
FlakAccumulator.Accumulate(target,damage);
int gibhealth = (target.GibHealth==int.min)?-target.SpawnHealth():target.GibHealth;
int calcdmg = FlakAccumulator.GetAmount(target);
if ( target.Health-calcdmg <= (gibhealth/2) ) bEXTREMEDEATH = true;
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("flak/meat",volume:0.3);
A_AlertMonsters();
}
return damage;
}
States
{
Spawn:
FCH1 A 0;
Goto Idle;
FCH2 A 0;
Goto Idle;
FCH3 A 0;
Goto Idle;
FCH4 A 0;
Goto Idle;
Idle:
#### # -1;
Stop;
Bounce:
#### # 0 A_HandleBounce();
Goto Idle;
Death:
#### # 0
{
bMOVEWITHSECTOR = true;
A_SetTics(Random[Flak](30,50));
}
#### # 1
{
A_SetScale(scale.x-0.002);
if ( scale.x <= 0.0 ) Destroy();
}
Wait;
Crash:
TNT1 A 0
{
let l = Spawn("BulletImpact",pos);
Vector3 dir;
if ( tracer ) dir = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2)).unit();
else dir = vel.unit();
l.angle = atan2(dir.y,dir.x);
l.pitch = asin(-dir.z);
A_PlaySound("flak/hit",volume:0.3);
A_AlertMonsters();
}
XDeath:
TNT1 A 1;
Stop;
Dummy:
FCH1 ABCDEFGHIJKL -1;
FCH2 ABCDEFGHIJKL -1;
FCH3 ABCDEFGHIJKL -1;
FCH4 ABCDEFGHIJKL -1;
Stop;
}
}
Class SlugSmoke : Actor
{
double lifetime, lifespeed;
Default
{
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 0;
lifespeed = FRandom[Flak](0.004,0.008);
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
lifetime += lifespeed;
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
s.vel.z += 2.;
s.alpha = scale.x;
s.SetShade("AAAAAA");
scale.x = max(0,1-lifetime);
if ( scale.x <= 0 ) Destroy();
}
States
{
Spawn:
TNT1 A -1;
Stop;
}
}
Class SlugLight : DynamicLight
{
double lifetime;
Default
{
DynamicLight.Type "Point";
Args 255,224,128,80;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
lifetime = 1.0;
}
override void Tick()
{
Super.Tick();
if ( globalfreeze || level.frozen ) return;
args[LIGHT_RED] = int(255*lifetime);
args[LIGHT_GREEN] = int(224*lifetime);
args[LIGHT_BLUE] = int(128*lifetime);
lifetime -= 0.05;
if ( lifetime <= 0 ) Destroy();
}
}
Class FlakSlug : Actor
{
Default
{
Obituary "%o was ripped to shreds by %k's Flak Cannon.";
DamageType 'FlakDeath';
Radius 2;
Height 2;
Gravity 0.35;
Speed 20;
PROJECTILE;
-NOGRAVITY;
+SKYEXPLODE;
+EXPLODEONWATER;
+HITTRACER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
vel.z += 3;
}
override void Tick()
{
Super.Tick();
if ( waterlevel > 0 ) vel.xy *= 0.98;
}
action void A_FlakExplode()
{
bForceXYBillboard = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_SprayDecal("RocketBlast",50);
A_NoGravity();
A_SetScale(1.2);
UTMainHandler.DoBlast(self,120,75000);
A_Explode(70,120);
A_QuakeEx(4,4,4,8,0,170,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollIntensity:0.2);
A_PlaySound("flak/explode",CHAN_VOICE);
A_AlertMonsters();
if ( !Tracer ) Spawn("SlugSmoke",pos);
Spawn("SlugLight",pos);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Actor p;
Vector3 spawnofs;
if ( BlockingMobj ) spawnofs = level.Vec3Diff(pos,BlockingMobj.Vec3Offset(0,0,BlockingMobj.height/2)).unit()*8;
else if ( BlockingFloor ) spawnofs = BlockingFloor.floorplane.Normal*8;
else if ( BlockingCeiling ) spawnofs = BlockingCeiling.ceilingplane.Normal*8;
else if ( BlockingLine )
{
spawnofs = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit()*8;
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
spawnofs *= -1;
}
for ( int i=0; i<5; i++ )
{
p = Spawn("FlakChunk",Vec3Offset(spawnofs.x,spawnofs.y,spawnofs.z));
p.bHITOWNER = true;
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.1);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
p.target = target;
}
int numpt = Random[Flak](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Flak](15,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Flak](-1,1),FRandom[Flak](-1,1),FRandom[Flak](-1,1)).unit()*FRandom[Flak](6,16);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[Flak](0.9,1.8);
}
}
States
{
Spawn:
FSLG A 1
{
for ( int i=0; i<6; i++ )
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5),FRandom[Flak](-0.5,0.5));
s.alpha = 0.5;
s.SetShade("AAAAAA");
}
}
Wait;
Death:
EXP2 A 0 A_FlakExplode();
EXP2 ABCDEFGHIJKLMNOPQR 1 BRIGHT;
Stop;
}
}
Class FlakLight : DynamicLight
{
int cnt;
Default
{
DynamicLight.Type "Point";
args 255,224,128,150;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec3Offset(0,0,target.player.viewz-target.pos.z),true);
else SetOrigin(target.pos,true);
if ( cnt++ > 2 ) Destroy();
}
}
Class FlakCannon : UTWeapon
{
action void A_Loading( bool first = false )
{
if ( first ) A_PlaySound("flak/load",CHAN_WEAPON);
else A_PlaySound("flak/reload",CHAN_6);
}
action void A_FireChunks()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(160,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.3,-0.8),FRandom[Flak](-0.5,0.5)),4,-1.5,2,SWING_Spring,2,2);
A_AlertMonsters();
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+4.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
[x, y, z] = dt_Matrix4.GetAxes(BulletSlope(),angle,roll);
Vector3 offsets[8]; // vanilla adds these to each chunk
offsets[0] = (0,0,0);
offsets[1] = -z;
offsets[2] = 2*y+z;
offsets[3] = -y;
offsets[4] = 2*y-z;
offsets[5] = (0,0,0);
offsets[6] = y-z;
offsets[7] = 2*y+z;
Actor p;
for ( int i=0; i<8; i++ )
{
p = Spawn("FlakChunk",level.Vec3Offset(origin,offsets[i]));
a = FRandom[Flak](0,360);
s = FRandom[Flak](0,0.1);
Vector3 dir = (x+y*cos(a)*s+z*sin(a)*s).unit();
p.angle = atan2(dir.y,dir.x);
p.pitch = -asin(dir.z);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*(p.speed+FRandom[Flak](-3,3));
p.target = self;
}
int numpt = Random[Flak](20,30);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSpark",origin);
UTViewSpark(s).ofs = (10,2,-3);
UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
s.target = self;
}
for ( int i=0; i<12; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-3);
UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.4,.4),FRandom[Flak](-.4,.4));
s.target = self;
s.scale *= 2.4;
s.alpha *= 0.5;
}
}
action void A_FireSlug()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("flak/altfire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,96,0),1);
UTMainHandler.DoSwing(self,(FRandom[Flak](-0.4,-0.8),FRandom[Flak](0.4,0.8)),4,-1,3,SWING_Spring,3,5);
A_AlertMonsters();
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+2.0*y-3.0*z;
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
Actor p = Spawn("FlakSlug",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;
int numpt = Random[Flak](10,15);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSpark",origin);
UTViewSpark(s).ofs = (10,2,-3);
UTViewSpark(s).vvel = (FRandom[Flak](3,12),FRandom[Flak](-4,4),FRandom[Flak](-4,4));
s.target = self;
}
for ( int i=0; i<16; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-3);
UTViewSmoke(s).vvel = (FRandom[Flak](0,1.2),FRandom[Flak](-.8,.8),FRandom[Flak](-.8,.8));
s.target = self;
s.scale *= 2.4;
s.alpha *= 0.5;
}
}
Default
{
Tag "Flak Cannon";
Inventory.PickupMessage "You got the Flak Cannon.";
Weapon.UpSound "flak/select";
Weapon.SlotNumber 8;
Weapon.SelectionOrder 2;
Weapon.AmmoType "FlakAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "FlakAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
}
States
{
Spawn:
FPCK A -1;
Stop;
FPCK B -1;
Stop;
Ready:
FLKS ABDEGHJKMNPQSTVWYZ 1 A_WeaponReady(WRF_NOFIRE);
FKS2 BC 1 A_WeaponReady(WRF_NOFIRE);
FLKL A 1 A_Loading(true);
FLKL BCEFGIJKMNO 1;
Goto Idle;
Loading:
FLKL A 1
{
A_CheckReload();
if ( invoker.Ammo1.Amount > 0 ) A_Loading();
}
FLKL BCEFGIJKMNO 1;
Idle:
FLKI A 1 A_WeaponReady();
Wait;
Fire:
FLKF A 1 A_FireChunks();
FLKF BCDEFGHI 1;
FLKF J 4;
Goto Loading;
AltFire:
FLKA A 1 A_FireSlug();
FLKA BCDEFGHIJK 2;
FLKA K 4;
Goto Loading;
Select:
FLKS A 1 A_Raise(int.max);
Wait;
Deselect:
FLKD ABCDEFGHIJ 1;
FLKD J 1 A_Lower(int.max);
Wait;
MuzzleFlash:
FMUZ A 3 Bright
{
let l = Spawn("FlakLight",pos);
l.target = self;
}
Stop;
}
}