flak_m/zscript/ripper.zsc
Marisa Kirisame a3449b5c5b This branch is a staging area for changes that will make it to devel once they are fully implemented.
Everything in here is highly unstable and may not work.
Current commit contains various new features for the HUD, some cleanup, and additional changes for compatibility with Doomreal as it is developed.
The diff is kinda fucky on the font restructure due to flaky rename detection.
2019-08-31 03:12:46 +02:00

307 lines
6.9 KiB
Text

Class RipperAmmo : Ammo
{
Default
{
Tag "$T_RIPPERAMO";
Inventory.PickupMessage "$I_RIPPERAMMO";
Inventory.Amount 10;
Inventory.MaxAmount 40;
Ammo.BackpackAmount 20;
Ammo.BackpackMaxAmount 80;
Ammo.DropAmount 5;
}
States
{
Spawn:
BHOP A -1;
Stop;
}
}
Class Razor2Trail : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
Radius 0.1;
Height 0;
}
override void Tick()
{
if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
angle = target.angle;
pitch = target.pitch;
alpha = target.vel.length()/target.speed;
}
States
{
Spawn:
RAZB A -1 Bright;
Stop;
}
}
Class Razor2 : Actor
{
Default
{
Radius 2;
Height 2;
Speed 25;
DamageFunction (int(30*((DamageType=='Decapitated')?3.5:1.0)));
DamageType 'Shredded';
Obituary "$O_RIPPER";
BounceType "Hexen";
ReactionTime 7;
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
+SKYEXPLODE;
+CANBOUNCEWATER;
+NODAMAGETHRUST;
+DONTBOUNCEONSHOOTABLES;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let t = Spawn("Razor2Trail",pos);
t.target = self;
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
}
override int SpecialMissileHit( Actor victim )
{
if ( pos.z > victim.pos.z+victim.height*0.81 ) DamageType = 'Decapitated';
return -1;
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("ripper/flesh");
A_AlertMonsters();
}
UTMainHandler.DoKnockback(target,vel.unit(),15000);
return damage;
}
action void A_RazorHit()
{
A_PlaySound("ripper/hit");
A_AlertMonsters();
A_SprayDecal("WallCrack",-20);
int numpt = Random[Ripper](5,10);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
}
States
{
Spawn:
RAZB A -1;
Stop;
Bounce:
RAZB A 0
{
bHITOWNER = true; // technically the UT version sets this 0.2 seconds after being fired, but this works better
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
A_RazorHit();
A_CountDown();
}
Goto Spawn;
Death:
TNT1 A 1 A_StopSound(CHAN_VOICE);
Stop;
}
}
Class Razor2AltLight : PaletteLight
{
Default
{
Args 0,0,0,90;
ReactionTime 20;
}
}
Class Razor2Alt : Razor2
{
Default
{
BounceType "None";
-CANBOUNCEWATER;
+EXPLODEONWATER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
}
action void A_RazorExplode()
{
A_SetRenderStyle(1.0,STYLE_Add);
bFORCEXYBILLBOARD = true;
Scale *= 0.65;
A_StopSound(CHAN_VOICE);
A_PlaySound("ripper/althit");
Spawn("Razor2AltLight",pos);
A_AlertMonsters();
A_SprayDecal("RazorBlast",20);
UTMainHandler.DoBlast(self,90,87000);
A_Explode(34,90,damagetype:'RipperAltDeath');
A_QuakeEx(3,3,3,10,0,140,"",QF_RELATIVE|QF_SCALEDOWN,falloff:90,rollIntensity:0.1);
int numpt = Random[Ripper](10,20);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](8,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](8,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
return damage;
}
override int SpecialMissileHit( Actor victim )
{
return -1;
}
States
{
Death:
XDeath:
TNT1 A 0 A_RazorExplode();
RIPX ABCDEFG 2 Bright;
Stop;
}
}
Class Ripper2 : UTWeapon
{
Default
{
Tag "$T_RIPPER";
Inventory.PickupMessage "$I_RIPPER";
Weapon.UpSound "ripper/select";
Weapon.SlotNumber 6;
Weapon.SelectionOrder 4;
Weapon.AmmoType "RipperAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "RipperAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 10;
UTWeapon.DropAmmo 5;
}
action void A_RazorFire( bool alt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
if ( alt ) A_PlaySound("ripper/altfire",CHAN_WEAPON);
else A_PlaySound("ripper/fire",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(8,0,255,255),1);
A_AlertMonsters();
if ( alt )
{
A_QuakeEx(3,3,3,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.3,-0.6),FRandom[Ripper](0.2,0.6)),3,-0.5,3,SWING_Spring,5,4);
}
else
{
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.3,-0.6),FRandom[Ripper](0.2,0.6)),1,-0.3,2,SWING_Spring,2,2);
}
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = (pos.x,pos.y,player.viewz)+10.0*x+6.0*y-4.0*z;
Actor p;
if ( alt ) p = Spawn("Razor2Alt",origin);
else p = Spawn("Razor2",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;
}
States
{
Spawn:
RZRP A -1;
Stop;
RZRP B -1;
Stop;
Select:
RZRS A 1 A_Raise(int.max);
Wait;
Ready:
RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
RZS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
Idle:
RZRI ABCDEFGHIJKLMNOPQRS 2
{
A_CheckReload();
A_WeaponReady();
}
Loop;
Fire:
RZRF A 0 A_RazorFire();
RZRF ABCDEFGHIJKLMNO 1;
Goto Idle;
AltFire:
RZRF A 0 A_RazorFire(true);
RZRF ABCDEFG 3;
RZRF HIJKLMNO 1;
Goto Idle;
Deselect:
RZRD ABCDEF 1;
RZRD F 1 A_Lower(int.max);
Wait;
}
}