Restored original flak chunk damage function (no longer falls off with distance). Fixed the minigun altfire shooting bullets at the same speed as the primary fire. Small hackaround for janky player movement while moving down slopes. [WIP] The very beginning of an UT gore system (toggleable).
296 lines
8.7 KiB
Text
296 lines
8.7 KiB
Text
Class HammerImpact : Actor
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{
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Default
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{
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Radius 0.1;
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Height 0;
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+NOGRAVITY;
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+NOCLIP;
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+DONTSPLASH;
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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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A_SprayDecal("ImpactMark",20);
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int numpt = Random[Impact](20,40);
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Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (-x+(FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8),FRandom[Impact](-.8,.8))).unit()*FRandom[Impact](0.1,1.2);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Impact](128,192));
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}
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numpt = Random[Impact](4,12);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Impact](-1,1),FRandom[Impact](-1,1),FRandom[Impact](-1,1)).unit()*FRandom[Impact](2,8);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[Impact](4,16);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[Impact](-1,1),FRandom[Impact](-1,1),FRandom[Impact](-1,1)).unit()*FRandom[Impact](2,8);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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}
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Destroy();
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}
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}
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Class ImpactHammer : UTWeapon
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{
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double chargesize, count;
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action void A_ResetCharge()
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{
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invoker.chargesize = 0;
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invoker.count = 0;
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invoker.FireEffect(); // intentional UT behavior
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}
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action void A_ChargeUp( int amt = 1 )
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{
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invoker.chargesize += (0.75*amt)/TICRATE;
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invoker.count += double(amt)/TICRATE;
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if ( invoker.count > 0.2 )
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{
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invoker.count = 0;
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A_AlertMonsters();
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}
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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));
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}
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action void A_FireBlast()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("impact/release",CHAN_WEAPON);
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invoker.FireEffect();
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A_AlertMonsters();
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
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double realcharge = min(1.5,invoker.chargesize);
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FLineTraceData d;
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LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = int(Random[Impact](90,120)*realcharge);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(8000/d.HitActor.mass)*realcharge;
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if ( d.HitActor.bNOBLOOD )
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{
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let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
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p.angle = atan2(d.HitDir.y,d.HitDir.x);
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p.pitch = asin(-d.HitDir.z);
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}
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else
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{
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d.HitActor.TraceBleed(dmg,invoker);
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d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
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}
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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realcharge = max(1.0,realcharge);
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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
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dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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TraceBleed(dmg,invoker);
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vel -= x*(1200/mass)*realcharge;
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let p = Spawn("HammerImpact",d.HitLocation-d.HitDir*4);
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p.angle = atan2(d.HitDir.y,d.HitDir.x);
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p.pitch = asin(-d.HitDir.z);
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if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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}
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A_QuakeEx(int(realcharge*6),int(realcharge*6),int(realcharge*6),16,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:realcharge*0.2);
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realcharge = max(1.0,realcharge);
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int numpt = Random[Impact](5,10);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4))).unit()*FRandom[Impact](1,3)*realcharge;
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let s = Spawn("UTSmoke",origin);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Impact](128,192));
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}
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numpt = Random[Impact](4,8);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5))).unit()*FRandom[Impact](2,16)*realcharge;
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let s = Spawn("UTChip",origin);
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s.vel = pvel;
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s.scale *= 0.4;
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}
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}
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action void A_FireAltBlast()
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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A_PlaySound("impact/fire",CHAN_WEAPON);
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invoker.FireEffect();
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A_AlertMonsters();
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A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
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FLineTraceData d;
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LineTrace(angle,120,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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double dscale = d.Distance/120.;
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = int(Random[Impact](25,35)*dscale);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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d.HitActor.vel = x*(4000/d.HitActor.mass)*dscale;
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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int dmg = int(Random[Impact](16,24)*dscale);
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dmg = DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
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vel -= x*(600/mass)*dscale;
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if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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}
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// push aside projectiles
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let t = ThinkerIterator.Create("Actor");
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Actor m;
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while ( m = Actor(t.Next()) )
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{
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if ( !m.bMISSILE ) continue;
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double rdist = level.Vec3Diff(origin,m.pos).length();
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Vector3 rdir = level.Vec3Diff(origin,m.pos).unit();
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if ( LineTrace(atan2(rdir.y,rdir.x),rdist,asin(-rdir.z),TRF_THRUACTORS|TRF_ABSPOSITION,origin.z,origin.x,origin.y) || (rdist > 400) || (rdir dot x < 0.9) ) continue;
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m.speed = m.vel.length();
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if ( m.vel dot y > 0 ) m.vel = m.speed*(m.vel+(560-rdist)*y*0.01).unit();
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else m.vel = m.speed*(m.vel-(560-rdist)*y*0.01).unit();
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if ( m.target == self ) continue;
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if ( m.bSEEKERMISSILE ) m.tracer = m.target;
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m.target = self;
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}
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int numpt = Random[Impact](5,10);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4),FRandom[Impact](-.4,.4))).unit()*FRandom[Impact](1,3);
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let s = Spawn("UTSmoke",origin);
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s.vel = pvel;
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s.SetShade(Color(1,1,1)*Random[Impact](128,192));
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}
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numpt = Random[Impact](4,8);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (x+(FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5),FRandom[Impact](-.5,.5))).unit()*FRandom[Impact](2,16);
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let s = Spawn("UTChip",origin);
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s.vel = pvel;
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s.scale *= 0.4;
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}
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}
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action void A_ImpactRefire( statelabel flash = null )
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{
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FLineTraceData d;
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Vector3 x, y, z;
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[x, y, z] = Matrix4.GetAxes(pitch,angle,roll);
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Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+3.0*y-4.0*z;
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LineTrace(angle,40,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
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if ( (invoker.chargesize > 1) && (d.HitType == TRACE_HitActor) )
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{
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A_ClearRefire();
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return;
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}
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A_Refire(flash);
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}
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override void DetachFromOwner()
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{
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if ( Owner ) Owner.A_StopSound(CHAN_WEAPON);
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Super.DetachFromOwner();
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}
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Default
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{
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Tag "Impact Hammer";
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Obituary "%o was smeared by %k's piston.";
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Inventory.PickupMessage "You got the Impact Hammer.";
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Weapon.UpSound "impact/select";
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Weapon.SlotNumber 1;
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Weapon.SelectionOrder 9;
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+WEAPON.MELEEWEAPON;
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}
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States
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{
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Spawn:
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IMPP A -1;
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Stop;
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IMPP B -1;
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Stop;
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Select:
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IMPS A 1 A_Raise(int.max);
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Wait;
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Ready:
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IMPS ABCDEFGHIJKLMNOPQ 1 A_WeaponReady(WRF_NOFIRE);
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Idle:
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IMPI A 1 A_WeaponReady();
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Wait;
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Fire:
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IMPL A 0
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{
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A_ResetCharge();
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A_PlaySound("impact/pull",CHAN_WEAPON);
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}
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IMPL A 5 A_ChargeUp(5);
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IMPL B 0 A_ImpactRefire(1);
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Goto Release;
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IMPL B 5 A_ChargeUp(5);
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IMPL C 0 A_ImpactRefire(1);
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Goto Release;
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IMPL C 5 A_ChargeUp(5);
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IMPL D 0 A_ImpactRefire(1);
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Goto Release;
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IMPL D 5 A_ChargeUp(5);
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IMPL E 0 A_ImpactRefire(1);
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Goto Release;
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IMPL E 5 A_ChargeUp(5);
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IMPL E 0 A_ImpactRefire(1);
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Goto Release;
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IMPL E 0 A_PlaySound("impact/loop",CHAN_WEAPON,looping:true);
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Hold:
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IMPR A 1 A_ChargeUp();
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IMPR B 0 A_ImpactRefire(1);
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Goto Release;
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IMPR B 1 A_ChargeUp();
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IMPR C 0 A_ImpactRefire(1);
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Goto Release;
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IMPR C 1 A_ChargeUp();
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IMPR D 0 A_ImpactRefire(1);
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Goto Release;
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IMPR D 1 A_ChargeUp();
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IMPR E 0 A_ImpactRefire(1);
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Goto Release;
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IMPR E 1 A_ChargeUp();
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IMPR F 0 A_ImpactRefire(1);
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Goto Release;
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IMPR F 1 A_ChargeUp();
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IMPR G 0 A_ImpactRefire(1);
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Goto Release;
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IMPR G 1 A_ChargeUp();
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IMPR H 0 A_ImpactRefire(1);
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Goto Release;
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IMPR H 1 A_ChargeUp();
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IMPR I 0 A_ImpactRefire(1);
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Goto Release;
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IMPR I 1 A_ChargeUp();
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IMPR J 0 A_ImpactRefire(1);
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Goto Release;
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IMPR J 1 A_ChargeUp();
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IMPR A 0 A_ImpactRefire("Hold");
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Goto Release;
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Release:
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IMPF A 0 A_FireBlast();
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IMPF AABCCDEEFGGHIIJKKLMMNOOP 1;
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Goto Idle;
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AltFire:
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IMPF A 0 A_FireAltBlast();
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IMPF ABCDEFGHIJKLMNOP 1;
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Goto Idle;
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Deselect:
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IMPD A 0 A_StopSound(CHAN_WEAPON);
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IMPD ABCDE 2;
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IMPD E 1 A_Lower(int.max);
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Wait;
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}
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}
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