flak_m/zscript/chainsaw.zsc

370 lines
9.9 KiB
Text

Class SawImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal("WallCrack",20);
int numpt = Random[Chainsaw](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[Chainsaw](-.8,.8),FRandom[Chainsaw](-.8,.8),FRandom[Chainsaw](-.8,.8))).unit()*FRandom[Chainsaw](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Chainsaw](128,192));
}
numpt = Random[Chainsaw](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)).unit()*FRandom[Chainsaw](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Chainsaw](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)).unit()*FRandom[Chainsaw](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class ChainsawAmmo : Ammo
{
Default
{
Tag "$T_CHAINSAWAMMO";
Inventory.PickupMessage "$I_CHAINSAWAMMO";
Inventory.Amount 20;
Inventory.MaxAmount 100;
Ammo.BackpackAmount 10;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 20;
}
States
{
Spawn:
CSAM A -1;
Stop;
}
}
Class UTChainsaw : UTWeapon
{
double sawcnt;
double ammocharge;
override void DoEffect()
{
Super.Tick();
if ( flak_sawammo )
{
AmmoType1 = "ChainsawAmmo";
if ( !Ammo1 ) Ammo1 = NonIdioticAddAmmo(Owner,AmmoType1,GetDefaultByType(AmmoType1).MaxAmount);
if ( (Owner.player.ReadyWeapon != self) || (Ammo1.Amount <= 0) )
return;
if ( ammocharge >= 1. )
{
Ammo1.Amount = max(Ammo1.Amount-int(ammocharge),0);
ammocharge = 0.;
}
else ammocharge = ammocharge+1./TICRATE;
return;
}
if ( Ammo1 ) Ammo1.Destroy();
if ( AmmoType1 ) AmmoType1 = null;
}
protected bool PickupForSawAmmo( Weapon ownedWeapon )
{
bool gotstuff = false;
// Don't take ammo if the weapon sticks around.
if ( !ShouldStay() )
{
int oldamount = 0;
if ( ownedWeapon.Ammo1 )
{
oldamount = ownedWeapon.Ammo1.Amount;
gotstuff = AddExistingAmmo(ownedWeapon.Ammo1,ownedWeapon.Ammo1.default.MaxAmount);
}
let Owner = ownedWeapon.Owner;
if ( gotstuff && Owner && Owner.player )
{
if ( ownedWeapon.Ammo1 && !oldamount )
PlayerPawn(Owner).CheckWeaponSwitch(ownedWeapon.Ammo1.GetClass());
}
}
return gotstuff;
}
override bool HandlePickup (Inventory item)
{
if ( item.GetClass() == GetClass() )
{
if ( UTChainsaw(item).PickupForSawAmmo(self) )
item.bPickupGood = true;
if ( MaxAmount > 1 ) return Inventory.HandlePickup(item);
return true;
}
return false;
}
action void A_SawHit()
{
invoker.ammocharge += 10./TICRATE;
A_QuakeEx(2,2,2,2,0,1,"",QF_RELATIVE,rollIntensity:0.15);
UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.6,-0.2,2,SWING_Spring);
invoker.sawcnt += 1./TICRATE;
if ( invoker.sawcnt > 0.15 )
{
invoker.sawcnt = 0;
invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-4*z);
FLineTraceData d;
LineTrace(angle,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 20;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
d.HitActor.vel -= x*(500/d.HitActor.mass);
vel += x*(100/mass);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
}
bool quitout = false;
if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) )
{
A_StopSound(CHAN_6);
A_PlaySound("chainsaw/lower",CHAN_WEAPON);
quitout = true;
}
else if ( !(player.cmd.buttons&BT_ATTACK) ) quitout = true;
if ( quitout ) player.SetPSprite(PSP_WEAPON,ResolveState("Release"));
}
action void A_SawSwipe( bool initial = false )
{
invoker.ammocharge += 20./TICRATE;
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE,rollIntensity:0.15);
UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.6,-0.2,2,SWING_Spring);
if ( initial ) invoker.FireEffect();
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*z);
FLineTraceData d;
double ang = (angle-60)+120*invoker.sawcnt;
LineTrace(ang,90,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 20;
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
dmg = d.HitActor.DamageMobj(invoker,self,dmg*3,'Decapitated',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE,atan2(d.HitDir.y,d.HitDir.x));
d.HitActor.vel = -y*(1200/d.HitActor.mass);
vel += x*(100/mass);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(5,5,5,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
invoker.sawcnt += 0.1;
}
override void DetachFromOwner()
{
if ( Owner ) Owner.A_StopSound(CHAN_6);
if ( !Ammo1 || (Ammo1.Amount > 0) )
A_PlaySound("chainsaw/lower",CHAN_6);
Super.DetachFromOwner();
}
action void A_Vibrate( bool bAlt = false )
{
invoker.sawcnt = 0;
A_AlertMonsters();
if ( bAlt )
{
invoker.ammocharge += 40./TICRATE;
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE,rollIntensity:0.4);
}
else A_QuakeEx(0,0,0,2,0,1,"",QF_RELATIVE,rollIntensity:0.2);
UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-1,1),FRandom[Chainsaw](-1,1)),0.25,-0.1,2,SWING_Spring);
if ( bAlt || Random[Chainsaw](0,2) ) return;
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),5*x+y-3*z);
for ( int i=0; i<5; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (5,1,-3);
s.scale *= 1.2;
s.alpha *= 0.2;
s.SetShade("202020");
s.target = self;
UTViewSmoke(s).vvel += (0,-0.2,0);
}
}
Default
{
Tag "$T_CHAINSAW";
Obituary "$O_CHAINSAW";
Inventory.PickupMessage "$I_CHAINSAW";
Weapon.UpSound "chainsaw/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9;
+WEAPON.MELEEWEAPON;
+FORCEPAIN;
+NOEXTREMEDEATH;
}
States
{
Spawn:
CSWP A -1;
Stop;
CSWP B -1;
Stop;
Select:
CSWS A 1 A_Raise(int.max);
Wait;
Ready:
CSWS A 0
{
if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) )
A_StopSound(CHAN_WEAPON);
}
CSWS ABCDEFGHIJLMNO 1
{
if ( !invoker.Ammo1 || (invoker.Ammo1.Amount > 0) )
A_Vibrate();
A_WeaponReady(WRF_NOFIRE);
}
Idle:
CSWI A 0
{
if ( !invoker.Ammo1 || (invoker.Ammo1.Amount > 0) )
A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
else
return ResolveState("DryIdle");
return ResolveState(null);
}
CSWI ABCDEFGHIJ 1
{
A_Vibrate();
A_WeaponReady();
if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) )
{
A_StopSound(CHAN_6);
A_PlaySound("chainsaw/lower",CHAN_WEAPON);
return ResolveState("DryIdle");
}
return ResolveState(null);
}
Goto Idle+1;
DryIdle:
CSWI C 1
{
A_WeaponReady(WRF_NOFIRE);
if ( !invoker.Ammo1 || (invoker.Ammo1.Amount > 0) )
{
A_PlaySound("chainsaw/select",CHAN_WEAPON);
return ResolveState("Idle");
}
else if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
PlayerPawn(invoker.Owner).PickNewWeapon(null);
return ResolveState(null);
}
Wait;
Fire:
CSWJ A 1 A_PlaySound("chainsaw/fire",CHAN_6,looping:true);
CSWJ BCDEF 1 A_Vibrate();
Goto Hold;
Hold:
CSWJ GHIJKLMNOPQRS 1 A_SawHit();
Loop;
Release:
CSWJ FEDCBA 1 A_Vibrate();
Goto Idle;
AltFire:
CSWA A 0
{
A_PlaySound("chainsaw/fire",CHAN_6);
UTMainHandler.DoSwing(self,(FRandom[Chainsaw](-0.8,-1.2),FRandom[Chainsaw](-0.4,-0.7)),0,1,5,SWING_Spring,6,3);
}
CSWA ABCDE 2 A_Vibrate(true);
CSWA F 2
{
A_Overlay(PSP_WEAPON+1,"AltFireSwipes");
UTMainHandler.DoSwing(self,(FRandom[Chainsaw](0.8,1.2),0),0,2,6,SWING_Spring,1,3);
}
CSWA GHIJ 2;
CSWA K 2 A_Vibrate(true);
CSWA K 0
{
if ( invoker.Ammo1 && (invoker.Ammo1.Amount <= 0) )
{
A_StopSound(CHAN_6);
A_PlaySound("chainsaw/lower",CHAN_WEAPON);
}
else A_PlaySound("chainsaw/idle",CHAN_6,looping:true);
}
Goto Ready;
AltFireSwipes:
TNT1 A 1 A_SawSwipe(true);
TNT1 AAAAAAAAA 1 A_SawSwipe();
Stop;
Deselect:
CSWD A 0
{
if ( !invoker.Ammo1 || (invoker.Ammo1.Amount > 0) )
A_PlaySound("chainsaw/lower",CHAN_6);
}
CSWD ABCDEF 1;
CSWD F 1 A_Lower(int.max);
Wait;
}
}