flak_m/zscript/warheadlauncher.zsc
Marisa the Magician e8b9a55378 4.10 support:
- CORRECTPIXELSTRETCH where needed on models.
 - Replace CoordUtil.GetAxes with quaternion version.
2022-12-05 16:57:15 +01:00

778 lines
19 KiB
Text

// wasn't placeable in UT99
Class WarheadAmmo : Ammo
{
int OldSkin;
void A_CheckSkin()
{
switch ( flak_oldredeemer )
{
case 1:
if ( OldSkin != 1 ) A_ChangeModel("WarheadAmmo220");
OldSkin = 1;
break;
case 2:
if ( OldSkin != 2 ) A_ChangeModel("WarheadAmmo222");
OldSkin = 2;
break;
default:
if ( OldSkin != 0 ) A_ChangeModel("WarheadAmmo");
OldSkin = 0;
break;
}
}
Default
{
Tag "$T_WARHEADAMMO";
Inventory.PickupMessage "$I_WARHEADAMMO";
Inventory.Amount 1;
Inventory.MaxAmount 2;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 3;
Ammo.DropAmount 1;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
WMIS A 1 A_CheckSkin();
Wait;
}
}
// dummies so we can copy MODELDEF
Class WarheadAmmo220 : Actor abstract {}
Class WarheadAmmo222 : Actor abstract {}
Class ShockWave : Actor
{
double shocksize, olddmgradius;
double lifespan;
int icount;
transient ThinkerIterator t;
Default
{
Obituary "$O_REDEEMER";
RenderStyle "Add";
Radius 0.1;
Height 0;
Scale 1.0;
ReactionTime 60;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+NOTELEPORT;
}
override void PostBeginPlay()
{
switch ( flak_oldredeemer )
{
case 1:
A_ChangeModel("",0,"","",0,"models/220","Shockt1.png");
break;
case 2:
A_ChangeModel("",0,"","",0,"models/222","Shockt1.png");
break;
default:
// change nothing
break;
}
lifespan = ReactionTime;
A_StartSound("warhead/explode",CHAN_VOICE,attenuation:ATTN_NONE);
A_QuakeEx(9,9,9,100,0,12000,"",QF_RELATIVE|QF_SCALEDOWN,falloff:1200,rollIntensity:0.5);
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( alpha <= 0 ) return;
if ( !t ) t = ThinkerIterator.Create("Actor");
icount++;
if ( icount == 4 ) Spawn("WarheadSubExplosion",pos);
lifespan--;
alpha -= 1./ReactionTime;
shocksize = 13*(ReactionTime-lifespan)+3.5/(lifespan/ReactionTime+0.05);
A_SetScale(shocksize*0.25);
double dmgradius = shocksize*1.5;
Actor a;
t.Reinit();
while ( a = Actor(t.Next()) )
{
if ( !a.bShootable || !CheckSight(a,0xf) || (Distance3D(a) > dmgradius) ) continue;
Vector3 dir = Vec3To(a);
double dist = max(1,dir.length());
dir = dir/dist+(0,0,0.3);
double moscale = max(0,1100-0.22*dist);
if ( (dist > olddmgradius-a.radius) || (dir dot a.vel <= 0) )
{
if ( !a.bDONTTHRUST ) a.vel += dir*((moscale+20)/a.mass);
a.DamageMobj(self,target,int(moscale),'RedeemerDeath',DMG_THRUSTLESS);
}
if ( a.player ) UTMainHandler.DoFlash(a,Color(32,255,255,255),80);
}
olddmgradius = dmgradius;
}
States
{
Spawn:
RWAV A 100 Bright;
Stop;
}
}
Class WarheadSubExplosion : Actor
{
Default
{
Renderstyle "Add";
Scale 2.8;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+NOTELEPORT;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
Spawn("WarheadExplodLight",pos);
}
States
{
Spawn:
WE__ ABCDEFGHIJKLMNOPR 3 Bright;
Stop;
}
}
Class WarheadHitbox : Actor
{
Default
{
Radius 2;
Height 4;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
+NOTELEPORT;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
if ( (damage > 5) && target )
{
target.bAMBUSH = true;
target.ExplodeMissile(null,inflictor);
}
return 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.Vec3Offset(0,0,-height*0.5),true);
}
States
{
Spawn:
TNT1 A 10 A_AlertMonsters(0,AMF_TARGETEMITTER);
Wait;
}
}
Class WarheadExplodLight : PaletteLight
{
Default
{
ReactionTime 50;
Args 0,0,0,300;
}
}
Class WarheadLight : DynamicLight
{
Default
{
DynamicLight.Type "Point";
Args 255,224,192,70;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
Vector3 taildir = -dt_Utility.Vec3FromAngle(target.angle,target.pitch);
SetOrigin(level.Vec3Offset(pos,taildir*20),true);
args[LIGHT_INTENSITY] = Random[Warhead](6,8)*10;
}
}
Class WarheadTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
+ROLLCENTER;
+NOTELEPORT;
Scale 0.2;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
double ang, pt;
scale *= FRandom[Puff](0.5,1.5);
alpha *= FRandom[Puff](0.5,1.5);
ang = FRandom[Puff](0,360);
pt = FRandom[Puff](-90,90);
vel += dt_Utility.Vec3FromAngle(ang,pt)*FRandom[Puff](0.2,0.8);
roll = FRandom[Puff](0,360);
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
vel *= 0.99;
A_FadeOut(0.1);
}
States
{
Spawn:
RTRL A -1 Bright;
Stop;
}
}
Class WarShell : Actor
{
double destangle, destpitch;
Actor l, b;
int OldSkin;
Default
{
Obituary "$O_REDEEMER";
Radius 2;
Height 2;
Speed 6;
DamageType 'RedeemerDeath';
DamageFactor 1000;
PROJECTILE;
+FORCEXYBILLBOARD;
+SKYEXPLODE;
+FORCERADIUSDMG;
+EXPLODEONWATER;
+INTERPOLATEANGLES;
+NOFRICTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
l = Spawn("Warheadlight",pos);
l.target = self;
b = Spawn("WarheadHitbox",pos);
b.target = self;
A_StartSound("warhead/fly",CHAN_VOICE,CHANF_LOOPING);
destangle = angle;
destpitch = pitch;
}
override int SpecialMissileHit( Actor victim )
{
if ( victim == b ) return 1;
return -1;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( !bMISSILE ) return;
if ( vel.length() > 0 )
{
if ( waterlevel > 0 )
{
vel *= 0.98;
if ( vel.length() < 6 ) vel += vel.unit()*0.35;
}
else if ( vel.length() < 20 ) vel += vel.unit()*0.35;
}
}
void A_CheckSkin()
{
switch ( flak_oldredeemer )
{
case 1:
if ( OldSkin != 1 ) A_ChangeModel("Warshell220");
OldSkin = 1;
break;
case 2:
if ( OldSkin != 2 ) A_ChangeModel("Warshell222");
OldSkin = 2;
break;
default:
if ( OldSkin != 0 ) A_ChangeModel("Warshell");
OldSkin = 0;
break;
}
}
action void A_Trail()
{
invoker.A_CheckSkin();
Vector3 taildir = -dt_Utility.Vec3FromAngle(angle,pitch);
if ( waterlevel > 0 )
{
for ( int i=0; i<4; i++ )
{
let s = Spawn("UTBubble",pos+taildir*32+(FRandom[Warhead](-.5,.5),FRandom[Warhead](-.5,.5),FRandom[Warhead](-.5,.5)));
s.vel = taildir*2;
}
return;
}
for ( int i=0; i<4; i++ )
{
let s = Spawn("UTSmoke",pos+taildir*32+(FRandom[Warhead](-.5,.5),FRandom[Warhead](-.5,.5),FRandom[Warhead](-.5,.5)));
s.vel = taildir*2;
s.SetShade("404040");
}
for ( int i=0; i<4; i++ )
{
let s = Spawn("WarheadTrail",pos+taildir*35+(FRandom[Warhead](-1,1),FRandom[Warhead](-1,1),FRandom[Warhead](-1,1)));
s.vel = taildir*4;
}
}
action void A_Vaporize()
{
if ( invoker.l ) invoker.l.Destroy();
if ( invoker.b ) invoker.b.Destroy();
A_SetScale(2.0);
A_Explode(1000,180);
A_SprayDecal("BigBlast");
A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
A_StartSound("shock/hit",CHAN_VOICE,attenuation:0.5);
A_AlertMonsters();
A_SetRenderStyle(1.0,STYLE_Add);
Spawn("WarheadExplodLight",pos);
let s = Spawn("ShockWave",pos);
s.target = target;
}
action void A_Intercepted()
{
if ( invoker.l ) invoker.l.Destroy();
if ( invoker.b ) invoker.b.Destroy();
A_Explode(1000,220);
A_SprayDecal("BigBlast");
A_QuakeEx(8,8,8,20,0,300,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.35);
A_StartSound("shock/hit",CHAN_VOICE,attenuation:0.5);
A_AlertMonsters();
A_SetRenderStyle(1.0,STYLE_Add);
Spawn("WarheadExplodLight",pos);
}
States
{
Spawn:
WMIS A 1 A_Trail();
Wait;
Death:
TNT1 A 0 A_JumpIf(bAMBUSH,"Death.Intercept");
TNT1 A 0 A_Vaporize();
NE__ ABCDEFGHIJKLMNOPR 3 Bright;
Stop;
Death.Intercept:
TNT1 A 0 A_Intercepted();
WE__ ABCDEFGHIJKLMNOPR 3 Bright;
Stop;
}
}
Class GuidedWarShell : WarShell
{
double lagangle, lagpitch, lagroll, lagangle2, lagpitch2, lagroll2,
guideangle, guidepitch, guideroll;
bool justleft;
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( target && target.player ) target.player.camera = self;
A_StartSound("warhead/altfire",CHAN_WEAPON,CHANF_LOCAL);
justleft = true;
}
override void Tick()
{
Actor.Tick();
if ( justleft && (Distance3D(target) > (2*max(target.radius,target.height))) )
{
justleft = false;
bHITOWNER = true;
}
if ( isFrozen() ) return;
if ( !bMISSILE ) return;
if ( !target || !target.player || (target.Health <= 0) )
{
bAMBUSH = true;
ExplodeMissile();
return;
}
if ( target.player.cmd.buttons&BT_ATTACK )
{
ExplodeMissile();
return;
}
if ( vel.length() > 0 )
{
lagangle = target.player.cmd.yaw/128.;
lagpitch = -target.player.cmd.pitch/128.;
if ( target.player.cmd.buttons&BT_RELOAD ) lagroll = 5;
else if ( target.player.cmd.buttons&BT_ZOOM ) lagroll = -5;
else lagroll = 0;
guideangle = lagangle2*0.95+lagangle*0.05;
guidepitch = lagpitch2*0.95+lagpitch*0.05;
guideroll = lagroll2*0.95+lagroll*0.05;
dt_GM_Quaternion orient = dt_GM_Quaternion.createFromAngles(angle,pitch,roll);
dt_GM_Quaternion angles = dt_GM_Quaternion.createFromAngles(guideangle,guidepitch,guideroll);
orient = orient.multiplyQuat(angles);
double nangle, npitch, nroll;
[nangle, npitch, nroll] = orient.toAngles();
angle = nangle;
pitch = npitch;
roll = nroll;
vel = (vel+dt_Utility.Vec3FromAngle(angle,pitch)*0.8).unit()*11;
}
lagangle2 = lagangle2*0.95+lagangle*0.05;
lagpitch2 = lagpitch2*0.95+lagpitch*0.05;
lagroll2 = lagroll2*0.95+lagroll*0.05;
}
States
{
Death:
TNT1 A 0
{
if ( WarheadLauncher(master) )
WarheadLauncher(master).Guided = null;
if ( target && target.player && target.player.camera == self ) target.player.camera = target;
}
Goto Super::Death;
}
}
// dummies so we can copy MODELDEF
Class Warshell220 : Actor abstract {}
Class Warshell222 : Actor abstract {}
Class MidTracer : LineTracer
{
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor ) return TRACE_Skip;
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] ) return TRACE_Stop;
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class RedeemerHUD : HUDMessageBase
{
Actor Camera;
Vector3 ViewPos;
double ViewAngle, ViewPitch, ViewRoll, LagRoll, LagRoll2, OldLagRoll2;
TextureID reticle1, reticle2, arrow, mark, readout;
Font whfont;
transient ThinkerIterator t;
transient MidTracer tr;
bool dodim;
dt_ProjectionData projdata;
RedeemerHUD Init()
{
reticle1 = TexMan.CheckForTexture("GuidedX1",TexMan.Type_Any);
reticle2 = TexMan.CheckForTexture("GuidedX2",TexMan.Type_Any);
arrow = TexMan.CheckForTexture("AroDup",TexMan.Type_Any);
mark = TexMan.CheckForTexture("Crosshr6",TexMan.Type_Any);
readout = TexMan.CheckForTexture("Readout",TexMan.Type_Any);
whfont = Font.GetFont('WHFONT');
return self;
}
override bool Tick()
{
LagRoll = Actor.Normalize180(ViewRoll-LagRoll2);
OldLagRoll2 = LagRoll2;
LagRoll2 += Actor.Normalize180(LagRoll-LagRoll2)*0.1;
return !Camera;
}
override void Draw( int bottom, int visibility )
{
if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return;
if ( dodim ) Screen.Dim("C8 00 00",0.2,0,0,Screen.GetWidth(),Screen.GetHeight());
// shootable targetting
if ( flak_redeemerreadout )
{
dt_Utility.PrepareProjData(projdata,ViewPos,ViewAngle,ViewPitch,ViewRoll,players[consoleplayer].fov);
if ( !t ) t = ThinkerIterator.Create("Actor");
else t.Reinit();
if ( !tr ) tr = new("MidTracer");
Actor a;
Vector3 vdir = dt_Utility.Vec3FromAngle(ViewAngle,ViewPitch);
while ( a = Actor(t.Next()) )
{
Vector3 tdir = Level.Vec3Diff(ViewPos,a.Pos+(0,0,a.Height*0.5));
if ( !a.bSHOOTABLE || (a.Health <= 0) || ((Camera is 'GuidedWarShell') && (a == GuidedWarShell(Camera).b)) || (tdir.length() > 2000) || (acos(tdir.unit() dot vdir) > players[consoleplayer].FOV) || tr.Trace(ViewPos,Camera.CurSector,tdir.unit(),tdir.length(),0) ) continue;
Vector3 ndc = dt_Utility.ProjectPoint(projdata,ViewPos+tdir);
if ( ndc.z >= 1. ) continue;
Vector2 vpos = dt_Utility.NDCToViewport(projdata,ndc);
String diststr = String.Format("%f",tdir.length());
diststr.Replace(".","");
Screen.DrawTexture(mark,false,vpos.x,vpos.y,DTA_LegacyRenderStyle,STYLE_Add);
Screen.DrawText(whfont,Font.CR_UNTRANSLATED,(vpos.x-whfont.StringWidth(diststr)/2)-12,vpos.y+8,diststr,DTA_LegacyRenderStyle,STYLE_Add);
}
}
// reticle
double fractic = System.GetTimeFrac();
double rrot = -(LagRoll2*fractic+OldLagRoll2*(1.-fractic))*2;
double scl = Screen.GetWidth()/640.;
Screen.DrawTexture(reticle1,false,Screen.GetWidth()/2,Screen.GetHeight()/2,DTA_ScaleX,scl,DTA_ScaleY,scl,DTA_LegacyRenderStyle,STYLE_Add,DTA_Rotate,rrot);
Vector2 apos = Actor.AngleToVector(rrot+90,140*scl);
Screen.DrawTexture(arrow,false,Screen.GetWidth()/2+apos.x,Screen.GetHeight()/2+apos.y,DTA_ScaleX,scl,DTA_ScaleY,scl,DTA_LegacyRenderStyle,STYLE_Add,DTA_Rotate,-rrot);
Screen.DrawTexture(reticle2,false,Screen.GetWidth()/2,Screen.GetHeight()/2,DTA_ScaleX,scl,DTA_ScaleY,scl,DTA_LegacyRenderStyle,STYLE_Add);
// faux assembly readout
double scroll = ((gametic+fractic)*5.)%128;
double y = -scroll*scl;
while ( y < Screen.GetHeight() )
{
Screen.DrawTexture(readout,false,0,y,DTA_ScaleX,scl,DTA_ScaleY,scl,DTA_LegacyRenderStyle,STYLE_Add);
y += 128*scl;
}
}
}
Class RedeemerHUDStatic : HUDMessageBase
{
int tickcnt;
TextureID tx;
RedeemerHUDStatic Init()
{
tx = TexMan.CheckForTexture("static1",TexMan.Type_Any);
tickcnt = 0;
return self;
}
override bool Tick()
{
return (++tickcnt>15);
}
override void Draw( int bottom, int visibility )
{
if ( visibility != StatusBar.HUDMSGLayer_UnderHUD ) return;
double scl = max(Screen.GetWidth()/256.,Screen.GetHeight()/256.);
Screen.DrawTexture(tx,true,0,0,DTA_ScaleX,scl,DTA_ScaleY,scl);
}
}
Class WarheadLauncher : UTWeapon
{
transient CVar noswitchdeemer;
Actor guided;
int OldSkin;
override void Tick()
{
Super.Tick();
switch ( flak_oldredeemer )
{
case 1:
if ( OldSkin != 1 )
{
A_ChangeModel("",1,"","",1,"models/220","Jwhpick1.png");
A_ChangeModel("",0,"","",0,"models/220","Jwarhead1.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",1,"models/220","Jwarhead2.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",2,"models/220","Jwarhead3.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",3,"models/220","Jwarhead4.png",CMDL_USESURFACESKIN);
}
OldSkin = 1;
break;
case 2:
if ( OldSkin != 2 )
{
A_ChangeModel("",1,"","",1,"models/222","Jwhpick1.png");
A_ChangeModel("",0,"","",0,"models/222","Jwarhead1.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",1,"models/222","Jwarhead2.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",2,"models/222","Jwarhead3.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",3,"models/222","Jwarhead4.png",CMDL_USESURFACESKIN);
}
OldSkin = 2;
break;
default:
if ( OldSkin != 0 )
{
A_ChangeModel("",1,"","",1,"models","Jwhpick1.png");
A_ChangeModel("",0,"","",0,"models","Jwarhead1.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",1,"models","Jwarhead2.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",2,"models","Jwarhead3.png",CMDL_USESURFACESKIN);
A_ChangeModel("",0,"","",3,"models","Jwarhead4.png",CMDL_USESURFACESKIN);
}
OldSkin = 0;
break;
}
if ( !Owner || !Owner.player ) return;
if ( guided ) crosshair = 99;
else crosshair = 0;
if ( !noswitchdeemer ) noswitchdeemer = CVar.GetCVar('flak_noswitchdeemer',Owner.player);
if ( noswitchdeemer.GetBool() ) SelectionOrder = int.max;
else SelectionOrder = 0;
}
action void A_WarheadFire()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_StartSound("warhead/fire",CHAN_WEAPON,CHANF_OVERLAP);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
A_AlertMonsters();
A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
vel -= x*10;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
Actor p = Spawn("WarShell",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*p.speed;
p.target = self;
}
action void A_WarheadSmoke()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
vel -= x*0.2;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
int numpt = Random[Warhead](10,20);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+(FRandom[Warhead](-.8,.8),FRandom[Warhead](-.8,.8),FRandom[Warhead](-.8,.8))).unit()*FRandom[Warhead](1,2);
let s = Spawn("UTSmoke",origin);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Warhead](32,128));
}
}
action void A_WarheadAlt()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_StartSound("warhead/altfire",CHAN_WEAPON,CHANF_OVERLAP);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(128,255,128,128),1);
A_AlertMonsters();
A_QuakeEx(6,6,6,20,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.2);
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
vel -= x*10;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2*z);
Actor p = Spawn("GuidedWarShell",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*p.speed;
p.target = self;
p.master = invoker;
invoker.guided = p;
}
// disallow dropping while guiding
override Inventory CreateTossable( int amt )
{
if ( guided ) return null;
return Super.CreateTossable();
}
override void OwnerDied()
{
Super.OwnerDied();
if ( guided ) guided.ExplodeMissile();
}
override void OnDestroy()
{
Super.OnDestroy();
if ( guided ) guided.ExplodeMissile();
}
Default
{
Tag "$T_REDEEMER";
Inventory.PickupMessage "$I_REDEEMER";
Weapon.UpSound "warhead/select";
Weapon.SlotNumber 0;
Weapon.SelectionOrder 0;
Weapon.AmmoType "WarheadAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "WarheadAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 1;
Inventory.RespawnTics 2100;
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.IGNORESKILL;
+WEAPON.NOAUTOFIRE;
UTWeapon.DropAmmo 1;
UTWeapon.NameColor "FF 80 80";
}
States
{
Spawn:
RDMP A -1;
Stop;
RDMP B -1;
Stop;
Ready:
WARS ABCDEFGHIJKLMNO 1 A_WeaponReady(WRF_NOFIRE);
Idle:
WARI A 1
{
A_CheckReload();
A_WeaponReady();
}
Wait;
Fire:
WARF A 4 A_WarheadFire();
WARF BCDEFG 4 A_WarheadSmoke();
WARI A 5;
Goto Idle;
AltFire:
WARF A 4 A_WarheadAlt();
WARF BCDEFG 4 A_WarheadSmoke();
WARI A 1 A_JumpIf(!invoker.Guided,1);
Wait;
WARI A 30;
Goto Idle;
Select:
WARS A 1 A_Raise(int.max);
Wait;
Deselect:
WARD ABCDEFG 1;
WARD G 1 A_Lower(int.max);
Wait;
}
}