1807 lines
47 KiB
Text
1807 lines
47 KiB
Text
Class UTPlayer : DoomPlayer
|
|
{
|
|
bool lastground;
|
|
int lastgroundtic;
|
|
double lastvelz, prevvelz;
|
|
transient CVar footsteps;
|
|
Vector2 acceleration;
|
|
Vector3 acceleration3;
|
|
int last_fm, last_sm;
|
|
int last_fm_tap, last_sm_tap;
|
|
int last_tap_fm, last_tap_sm;
|
|
int last_jump_held;
|
|
|
|
int dolltype;
|
|
|
|
Property DollType : dolltype;
|
|
|
|
enum EDollType
|
|
{
|
|
DOLL_Male,
|
|
DOLL_Female,
|
|
DOLL_Boss
|
|
};
|
|
|
|
const groundspeed = 400.;
|
|
const swimspeed = 200.;
|
|
const baseaccelrate = 2048.;
|
|
const walkfactor = 0.3;
|
|
const utaircontrol = 0.35;
|
|
const swimspeed_doomish = 400.;
|
|
const groundspeed_doomish = 600.;
|
|
const dodgez = 210.;
|
|
const utjumpz = 325.;
|
|
const groundfriction = 8.;
|
|
const fluidfriction = 1.2;
|
|
const terminalvelocity = 2500.;
|
|
|
|
Default
|
|
{
|
|
Player.StartItem "Enforcer";
|
|
Player.StartItem "ImpactHammer";
|
|
Player.StartItem "MiniAmmo", 30;
|
|
Player.DamageScreenColor "FF 00 00";
|
|
Player.ViewHeight 46;
|
|
Player.GruntSpeed 20;
|
|
+NOMENU;
|
|
UTPlayer.DollType DOLL_Male;
|
|
}
|
|
|
|
// Have to modify the give cheat to handle UT armor
|
|
override void CheatGive( String name, int amount )
|
|
{
|
|
if ( PlayerNumber() != consoleplayer )
|
|
A_Log(String.Format("%s is a cheater: give %s\n",player.GetUserName(),name));
|
|
if ( !player.mo || (player.health <= 0) ) return;
|
|
int giveall = ALL_NO;
|
|
if ( name ~== "all" ) giveall = ALL_YES;
|
|
else if (name ~== "everything") giveall = ALL_YESYES;
|
|
if ( name ~== "health" )
|
|
{
|
|
if ( amount > 0 )
|
|
{
|
|
health += amount;
|
|
player.health = health;
|
|
}
|
|
else player.health = health = GetMaxHealth(true);
|
|
}
|
|
if ( giveall || (name ~== "backpack") )
|
|
{
|
|
// Select the correct type of backpack based on the game
|
|
let type = (class<Inventory>)(gameinfo.backpacktype);
|
|
if ( type ) GiveInventory(type,1,true);
|
|
if ( !giveall ) return;
|
|
}
|
|
if ( giveall || (name ~== "ammo") )
|
|
{
|
|
// Find every unique type of ammo. Give it to the player if
|
|
// he doesn't have it already, and set each to its maximum.
|
|
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
|
{
|
|
let type = (class<Ammo>)(AllActorClasses[i]);
|
|
if ( !type || (type.GetParentClass() != "Ammo") )
|
|
continue;
|
|
// Only give if it's for a valid weapon, unless using "give everything"
|
|
bool isvalid = false;
|
|
for ( int j=0; j<AllActorClasses.Size(); j++ )
|
|
{
|
|
let type2 = (class<Weapon>)(AllActorClasses[j]);
|
|
if ( !type2 ) continue;
|
|
let rep = GetReplacement(type2);
|
|
if ( (rep != type2) && !(rep is "DehackedPickup") ) continue;
|
|
readonly<Weapon> weap = GetDefaultByType(type2);
|
|
if ( !player.weapons.LocateWeapon(type2) || (weap.bCheatNotWeapon && (giveall != ALL_YESYES)) ) continue;
|
|
if ( (weap.AmmoType1 == type) || (weap.AmmoType2 == type) )
|
|
{
|
|
isvalid = true;
|
|
break;
|
|
}
|
|
}
|
|
if ( !isvalid ) continue;
|
|
let ammoitem = FindInventory(type);
|
|
if ( !ammoitem )
|
|
{
|
|
ammoitem = Inventory(Spawn(type));
|
|
ammoitem.AttachToOwner(self);
|
|
ammoitem.Amount = ammoitem.MaxAmount;
|
|
}
|
|
else if ( ammoitem.Amount < ammoitem.MaxAmount )
|
|
ammoitem.Amount = ammoitem.MaxAmount;
|
|
}
|
|
if ( !giveall ) return;
|
|
}
|
|
if ( giveall || (name ~== "armor") )
|
|
{
|
|
// Doom Tournament just gives the player a shield belt and maximum bonuses
|
|
let belt = Inventory(Spawn("UTShieldBelt"));
|
|
if ( !belt.CallTryPickup(self) ) belt.Destroy();
|
|
let bonus = Inventory(Spawn("UTArmorBonus"));
|
|
bonus.Amount = bonus.MaxAmount;
|
|
if ( !bonus.CallTryPickup(self) ) bonus.Destroy();
|
|
level.total_items -= 2; // spawning them in raises item count
|
|
if ( !giveall ) return;
|
|
}
|
|
if ( giveall || (name ~== "keys") )
|
|
{
|
|
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
|
{
|
|
if ( !(AllActorClasses[i] is "Key") ) continue;
|
|
let keyitem = GetDefaultByType(AllActorClasses[i]);
|
|
if ( keyitem.special1 )
|
|
{
|
|
let item = Inventory(Spawn(AllActorClasses[i]));
|
|
if ( !item.CallTryPickup(self) ) item.Destroy();
|
|
}
|
|
}
|
|
if ( !giveall ) return;
|
|
}
|
|
if ( giveall || (name ~== "weapons") )
|
|
{
|
|
let savedpending = player.PendingWeapon;
|
|
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
|
{
|
|
let type = (class<Weapon>)(AllActorClasses[i]);
|
|
if ( !type || (type == "Weapon") ) continue;
|
|
// Don't give replaced weapons unless the replacement was done by Dehacked.
|
|
let rep = GetReplacement(type);
|
|
if ( (rep == type) || (rep is "DehackedPickup") )
|
|
{
|
|
// Give the weapon only if it is set in a weapon slot.
|
|
if ( !player.weapons.LocateWeapon(type) ) continue;
|
|
readonly<Weapon> def = GetDefaultByType(type);
|
|
if ( (giveall == ALL_YESYES) || !def.bCheatNotWeapon )
|
|
GiveInventory(type,1,true);
|
|
}
|
|
}
|
|
player.PendingWeapon = savedpending;
|
|
if ( !giveall ) return;
|
|
}
|
|
if ( giveall || (name ~== "artifacts") )
|
|
{
|
|
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
|
{
|
|
let type = (class<Inventory>)(AllActorClasses[i]);
|
|
if ( !type ) continue;
|
|
let def = GetDefaultByType (type);
|
|
if ( def.Icon.isValid() && (def.MaxAmount > 1) &&
|
|
!(type is "PuzzleItem") && !(type is "Powerup") && !(type is "Ammo") && !(type is "Armor"))
|
|
{
|
|
// Do not give replaced items unless using "give everything"
|
|
if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
|
|
GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
|
|
}
|
|
}
|
|
if ( !giveall ) return;
|
|
}
|
|
if ( giveall || (name ~== "puzzlepieces") )
|
|
{
|
|
for ( int i=0; i<AllActorClasses.Size(); i++ )
|
|
{
|
|
let type = (class<PuzzleItem>)(AllActorClasses[i]);
|
|
if ( !type ) continue;
|
|
let def = GetDefaultByType(type);
|
|
if ( !def.Icon.isValid() ) continue;
|
|
// Do not give replaced items unless using "give everything"
|
|
if ( (giveall == ALL_YESYES) || (GetReplacement(type) == type) )
|
|
GiveInventory(type,(amount<=0)?def.MaxAmount:amount,true);
|
|
}
|
|
if ( !giveall ) return;
|
|
}
|
|
if ( giveall ) return;
|
|
let type = name;
|
|
if ( !type )
|
|
{
|
|
if ( PlayerNumber() == consoleplayer )
|
|
A_Log(String.Format("Unknown item \"%s\"\n",name));
|
|
}
|
|
else GiveInventory(type,amount,true);
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( !player || (player.mo != self) ) return;
|
|
if ( flak_utmovement )
|
|
{
|
|
bNOFRICTION = true;
|
|
bNOFRICTIONBOUNCE = true;
|
|
}
|
|
else
|
|
{
|
|
bNOFRICTION = false;
|
|
bNOFRICTIONBOUNCE = false;
|
|
}
|
|
if ( !footsteps ) footsteps = CVar.GetCVar('flak_footsteps',players[consoleplayer]);
|
|
if ( !footsteps.GetBool() ) return;
|
|
double ang = level.maptime/(20*TICRATE/35.)*360.;
|
|
bool forcefootstep = false;
|
|
if ( player.onground && !bNoGravity && !lastground && (waterlevel < 2) )
|
|
{
|
|
player.jumptics = 0;
|
|
if ( lastvelz < -8 )
|
|
{
|
|
double vol = clamp((-lastvelz-8)*0.05,0.01,1.0);
|
|
if ( ((waterlevel > 0) || GetFloorTerrain().IsLiquid) && !bOnMobj ) A_PlaySound("ut/wetsplash",CHAN_AUTO,vol);
|
|
else A_PlaySound("*uland",CHAN_AUTO,vol);
|
|
}
|
|
else forcefootstep = true;
|
|
}
|
|
if ( forcefootstep || ((abs(sin(ang)) >= 1.0) && player.onground && lastground && (player.jumptics == 0) && (player.cmd.forwardmove || player.cmd.sidemove) && (waterlevel < 2)) )
|
|
{
|
|
double vol = abs(vel.xy.length())*0.03;
|
|
if ( forcefootstep ) vol = clamp(-lastvelz*0.05,0.01,1.0);
|
|
if ( (waterlevel > 0) || GetFloorTerrain().IsLiquid && !bOnMobj ) A_PlaySound("ut/playerfootstepwet",CHAN_5,vol);
|
|
else PlayFootstep(vol);
|
|
}
|
|
lastground = player.onground;
|
|
lastvelz = prevvelz;
|
|
prevvelz = vel.z;
|
|
// TODO exit/entry sounds for water
|
|
}
|
|
|
|
double FrictionToUnreal()
|
|
{
|
|
double fin = GetFriction();
|
|
if ( fin >= 1.0 ) return 0.0;
|
|
return 734.2969*fin*fin-1485.0868*fin+750.7899;
|
|
}
|
|
|
|
override void MovePlayer()
|
|
{
|
|
if ( !flak_utmovement || !player || (player.mo != self) )
|
|
{
|
|
Super.MovePlayer();
|
|
return;
|
|
}
|
|
bNODROPOFF = false;
|
|
UserCmd cmd = player.cmd;
|
|
if ( player.turnticks )
|
|
{
|
|
player.turnticks--;
|
|
Angle += (180./TURN180_TICKS);
|
|
}
|
|
else Angle += cmd.yaw*(360./65536.);
|
|
player.onground = (pos.z <= floorz) || bOnMobj || bMBFBouncer || (player.cheats & CF_NOCLIP2);
|
|
if ( player.onground ) lastgroundtic = gametic;
|
|
if ( !player.onground && !bNoGravity && (waterlevel < 2) && (abs(pos.z-floorz) <= maxdropoffheight) && (player.jumptics == 0) && (vel.z < 0) )
|
|
{
|
|
SetOrigin(Vec2OffsetZ(0,0,floorz),true);
|
|
player.onground = true;
|
|
}
|
|
double friction = FrictionToUnreal();
|
|
double fs = TweakSpeeds(1.0,0.0);
|
|
if ( !flak_doomspeed )
|
|
{
|
|
if ( cmd.buttons&BT_SPEED ) fs *= walkfactor;
|
|
}
|
|
else fs *= max(abs(cmd.forwardmove/12800.),abs(cmd.sidemove/10240.));
|
|
if ( CanCrouch() && (player.crouchfactor != -1) ) fs *= player.crouchfactor;
|
|
acceleration = rotatevector((cmd.forwardmove,-cmd.sidemove),angle);
|
|
double accelrate = baseaccelrate*fs;
|
|
Vector2 dodge = (0,0);
|
|
int fm = cmd.forwardmove;
|
|
int sm = cmd.sidemove;
|
|
if ( fm )
|
|
{
|
|
int clk = abs(gametic-last_fm_tap);
|
|
if ( (clk < flak_taptics) && (last_fm*fm == 0) && (last_tap_fm*fm>0) )
|
|
dodge += RotateVector((fm,0),angle).unit();
|
|
if ( !last_fm && (last_jump_held < gametic-1) )
|
|
{
|
|
last_fm_tap = gametic;
|
|
last_tap_fm = fm;
|
|
}
|
|
}
|
|
last_fm = fm;
|
|
if ( sm )
|
|
{
|
|
int clk = abs(gametic-last_sm_tap);
|
|
if ( (clk < flak_taptics) && (last_sm*sm == 0) && (last_tap_sm*sm>0) )
|
|
dodge += RotateVector((0,-sm),angle).unit();
|
|
if ( !last_sm && (last_jump_held < gametic-1) )
|
|
{
|
|
last_sm_tap = gametic;
|
|
last_tap_sm = sm;
|
|
}
|
|
}
|
|
last_sm = sm;
|
|
if ( !bNoGravity && player.onground && (waterlevel < 2) )
|
|
{
|
|
if ( flak_tapdodge && (dodge.length() > 0) )
|
|
{
|
|
if ( flak_doomspeed ) vel += dodge.unit()*(groundspeed_doomish*1.5)/TICRATE;
|
|
else vel += dodge.unit()*(groundspeed*1.5)/TICRATE;
|
|
vel.z += dodgez/TICRATE;
|
|
bOnMobj = false;
|
|
if ( !(player.cheats&CF_PREDICTING) )
|
|
A_PlaySound("*jump",CHAN_BODY);
|
|
if ( player.cheats & CF_REVERTPLEASE )
|
|
{
|
|
player.cheats &= ~CF_REVERTPLEASE;
|
|
player.camera = player.mo;
|
|
}
|
|
player.vel *= 0;
|
|
player.jumptics = -2;
|
|
}
|
|
else
|
|
{
|
|
if ( flak_nowalkdrop )
|
|
bNODROPOFF = ((acceleration.length() > double.epsilon) && (cmd.buttons&BT_SPEED));
|
|
// Hook in Unreal physics
|
|
Vector2 dir = (0,0);
|
|
if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
|
|
double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0);
|
|
if ( acceleration.length() <= double.epsilon )
|
|
{
|
|
Vector2 oldvel = vel.xy;
|
|
vel.xy = vel.xy - (2 * dir) * vel.xy.length() * friction/TICRATE;
|
|
if ( oldvel dot vel.xy < 0.0 ) vel.xy *= 0;
|
|
}
|
|
else
|
|
{
|
|
Vector2 acceldir = acceleration.unit();
|
|
acceleration = acceldir * Min(acceleration.length(), accelrate/TICRATE);
|
|
vel.xy = vel.xy - (dir - acceldir) * vel.xy.length() * friction/TICRATE;
|
|
}
|
|
vel.xy = vel.xy + acceleration/TICRATE;
|
|
double maxvel;
|
|
if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
|
|
else maxvel = groundspeed/TICRATE;
|
|
maxvel *= fs*doomfriction;
|
|
if ( vel.xy.length() > maxvel ) vel.xy = vel.xy.unit()*maxvel;
|
|
if ( !(player.cheats & CF_PREDICTING) )
|
|
{
|
|
if ( acceleration.length() <= double.epsilon ) PlayIdle();
|
|
else PlayRunning();
|
|
}
|
|
player.vel = vel.xy;
|
|
}
|
|
}
|
|
else if ( !bNoGravity && (waterlevel < 2) )
|
|
{
|
|
// air acceleration when falling
|
|
float maxaccel = accelrate/TICRATE;
|
|
if ( vel.xy.length() < (40./TICRATE) )
|
|
maxaccel += (40.-vel.xy.length())/TICRATE;
|
|
if ( acceleration.length() > maxaccel )
|
|
acceleration = acceleration.unit()*maxaccel;
|
|
Vector2 dir = (0,0);
|
|
if ( vel.xy.length() > double.epsilon ) dir = vel.xy.unit();
|
|
if ( acceleration.length() > double.epsilon )
|
|
{
|
|
Vector2 acceldir = acceleration.unit();
|
|
acceleration = acceldir * Min(acceleration.length(), accelrate/TICRATE);
|
|
}
|
|
acceleration *= flak_doomaircontrol?level.aircontrol:utaircontrol;
|
|
double maxvel;
|
|
if ( flak_doomspeed ) maxvel = (groundspeed_doomish*fs)/TICRATE;
|
|
else maxvel = (groundspeed*fs)/TICRATE;
|
|
// TODO attempt to replicate walk on ice velocity increase glitch
|
|
// if new velocity is higher than ground speed, steer but don't increase it
|
|
if ( (vel.xy+acceleration/TICRATE).length() > maxvel )
|
|
{
|
|
double vsiz = vel.xy.length();
|
|
vel.xy = (vel.xy+acceleration/TICRATE).unit()*vsiz;
|
|
}
|
|
else vel.xy = vel.xy+acceleration/TICRATE;
|
|
if ( vel.length() > terminalvelocity/TICRATE ) vel = vel.unit()*(terminalvelocity/TICRATE);
|
|
player.vel *= 0;
|
|
player.jumptics = -2;
|
|
}
|
|
else if ( bFly || (player.cheats&CF_NOCLIP2) )
|
|
{
|
|
// fly cheat has infinite friction (player stops moving when movement keys are released)
|
|
Vector3 dir = (0,0,0);
|
|
if ( vel.length() > double.epsilon ) dir = vel.unit();
|
|
Vector3 x, y;
|
|
[x, y] = dt_Matrix4.GetAxes(pitch,angle,0);
|
|
acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove;
|
|
if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500;
|
|
else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500;
|
|
if ( acceleration3.length() <= double.epsilon ) vel *= 0;
|
|
else
|
|
{
|
|
Vector3 acceldir = acceleration3.unit();
|
|
acceleration3 = acceldir*Min(acceleration3.length(),accelrate/TICRATE);
|
|
vel = vel-(dir-acceldir)*vel.length();
|
|
}
|
|
vel = vel+acceleration3/TICRATE;
|
|
double maxvel;
|
|
if ( flak_doomspeed ) maxvel = groundspeed_doomish/TICRATE;
|
|
else maxvel = groundspeed/TICRATE;
|
|
maxvel *= fs;
|
|
if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
|
|
player.vel *= 0;
|
|
player.jumptics = -2;
|
|
if ( !(player.cheats & CF_PREDICTING) ) PlayIdle();
|
|
}
|
|
else
|
|
{
|
|
// swimming is pretty much like ground movement, but with much reduced friction and lower speed
|
|
friction *= fluidfriction/groundfriction;
|
|
Vector3 dir = (0,0,0);
|
|
if ( vel.length() > double.epsilon ) dir = vel.unit();
|
|
double doomfriction = clamp(GetFriction()/ORIG_FRICTION,0.0,1.0);
|
|
Vector3 x, y;
|
|
[x, y] = dt_Matrix4.GetAxes(pitch,angle,0);
|
|
acceleration3 = x*player.cmd.forwardmove+y*player.cmd.sidemove;
|
|
if ( player.cmd.buttons&BT_JUMP ) acceleration3.z = 0x500;
|
|
else if ( player.cmd.buttons&BT_CROUCH ) acceleration3.z = -0x500;
|
|
if ( acceleration3.length() <= double.epsilon )
|
|
{
|
|
Vector3 oldvel = vel;
|
|
vel = vel-(2*dir)*vel.length()*friction/TICRATE;
|
|
if ( oldvel dot vel < 0.0 ) vel *= 0;
|
|
}
|
|
else
|
|
{
|
|
Vector3 acceldir = acceleration3.unit();
|
|
acceleration3 = acceldir*Min(acceleration3.length(),accelrate/TICRATE);
|
|
vel = vel-(dir-acceldir)*vel.length()*friction/TICRATE;
|
|
}
|
|
vel = vel+acceleration3/TICRATE;
|
|
double maxvel;
|
|
if ( flak_doomspeed ) maxvel = swimspeed_doomish/TICRATE;
|
|
else maxvel = swimspeed/TICRATE;
|
|
maxvel *= fs*doomfriction;
|
|
if ( vel.length() > maxvel ) vel = vel.unit()*maxvel;
|
|
player.vel = vel.xy;
|
|
player.jumptics = -2;
|
|
if ( !(player.cheats & CF_PREDICTING) )
|
|
{
|
|
if ( acceleration3.length() <= double.epsilon ) PlayIdle();
|
|
else PlayRunning();
|
|
}
|
|
}
|
|
if ( player.cheats & CF_REVERTPLEASE )
|
|
{
|
|
player.cheats &= ~CF_REVERTPLEASE;
|
|
player.camera = player.mo;
|
|
}
|
|
}
|
|
override void CheckCrouch( bool totallyfrozen )
|
|
{
|
|
if ( !flak_utmovement || !player || (player.mo != self) )
|
|
{
|
|
Super.CheckCrouch(totallyfrozen);
|
|
return;
|
|
}
|
|
if ( player.cmd.buttons&BT_JUMP ) player.cmd.buttons &= ~BT_CROUCH;
|
|
if ( CanCrouch() && (player.health > 0) && level.IsCrouchingAllowed() && player.onground ) // in UT you can't crouch unless you're on the ground
|
|
{
|
|
if ( !totallyfrozen )
|
|
{
|
|
int crouchdir = player.crouching;
|
|
if ( !crouchdir ) crouchdir = (player.cmd.buttons&BT_CROUCH)?-1:1;
|
|
else if ( player.cmd.buttons&BT_CROUCH ) player.crouching = 0;
|
|
if ( (crouchdir == 1) && (player.crouchfactor < 1) && (pos.Z+height < ceilingz) )
|
|
CrouchMove(1);
|
|
else if ( (crouchdir == -1) && (player.crouchfactor > 0.5 ))
|
|
CrouchMove(-1);
|
|
}
|
|
}
|
|
else player.Uncrouch();
|
|
player.crouchoffset = -(ViewHeight)*(1-player.crouchfactor);
|
|
}
|
|
override void CheckJump()
|
|
{
|
|
if ( !flak_utmovement || !player || (player.mo != self) )
|
|
{
|
|
Super.CheckJump();
|
|
return;
|
|
}
|
|
if ( player.cmd.buttons&BT_JUMP )
|
|
{
|
|
if ( player.crouchoffset ) player.crouching = 1;
|
|
else if ( level.IsJumpingAllowed() && player.onground && (player.jumpTics == 0) && (last_jump_held < gametic-1) && !bNoGravity && (waterlevel < 2) && !(player.cheats&(CF_FLY|CF_NOCLIP2)) )
|
|
{
|
|
double jumpvelz;
|
|
if ( flak_doomspeed ) jumpvelz = jumpz;
|
|
else jumpvelz = utjumpz/TICRATE;
|
|
double jumpfac = 0;
|
|
for ( let p = Inv; p != null; p = p.Inv )
|
|
{
|
|
let pp = PowerHighJump(p);
|
|
if ( !pp ) continue;
|
|
double f = pp.Strength;
|
|
if ( f > jumpfac ) jumpfac = f;
|
|
}
|
|
if ( jumpfac > 0 ) jumpvelz *= jumpfac;
|
|
Vel.z += jumpvelz;
|
|
bOnMobj = false;
|
|
player.jumpTics = -1;
|
|
if ( !(player.cheats&CF_PREDICTING) )
|
|
A_PlaySound("*jump",CHAN_BODY);
|
|
}
|
|
last_jump_held = gametic;
|
|
}
|
|
if ( !player.onground || player.jumptics )
|
|
last_jump_held = gametic;
|
|
}
|
|
|
|
virtual void PlayFootstep( double vol )
|
|
{
|
|
A_PlaySound("ut/playerfootstep",CHAN_5,vol);
|
|
}
|
|
}
|
|
|
|
// these only exist for sound
|
|
// female classes have identical sounds, so they use the same soundclass here
|
|
Class UTPlayerTMale1 : UTPlayer
|
|
{
|
|
Default
|
|
{
|
|
Player.SoundClass "tmale1";
|
|
Player.DisplayName "M Commando";
|
|
Player.Portrait "Blake";
|
|
-NOMENU;
|
|
}
|
|
}
|
|
Class UTPlayerTMale2 : UTPlayer
|
|
{
|
|
Default
|
|
{
|
|
Player.SoundClass "tmale2";
|
|
Player.DisplayName "M Soldier";
|
|
Player.Portrait "Brock";
|
|
-NOMENU;
|
|
}
|
|
}
|
|
Class UTPlayerTFemale1 : UTPlayer
|
|
{
|
|
Default
|
|
{
|
|
Player.SoundClass "tfemale";
|
|
Player.DisplayName "F Commando";
|
|
Player.Portrait "Ivana";
|
|
UTPlayer.DollType DOLL_Female;
|
|
-NOMENU;
|
|
}
|
|
}
|
|
Class UTPlayerTFemale2 : UTPlayer
|
|
{
|
|
Default
|
|
{
|
|
Player.SoundClass "tfemale";
|
|
Player.DisplayName "F Soldier";
|
|
Player.Portrait "Lauren";
|
|
UTPlayer.DollType DOLL_Female;
|
|
-NOMENU;
|
|
}
|
|
}
|
|
Class UTPlayerTBoss : UTPlayer
|
|
{
|
|
transient CVar bossfootsteps;
|
|
Default
|
|
{
|
|
Player.SoundClass "tboss";
|
|
Player.DisplayName "Boss";
|
|
Player.Portrait "Xan";
|
|
UTPlayer.DollType DOLL_Boss;
|
|
// should have NOBLOOD, but Xan did bleed in vanilla UT so...
|
|
// (this is what gave birth to the theory that Xan was actually Jerl Liandri himself)
|
|
-NOMENU;
|
|
}
|
|
override void PlayFootstep( double vol )
|
|
{
|
|
if ( !bossfootsteps ) bossfootsteps = CVar.GetCVar('flak_bossfootsteps',players[consoleplayer]);
|
|
if ( bossfootsteps.GetBool() ) A_PlaySound("ut/bossfootstep",CHAN_5,vol);
|
|
else Super.PlayFootstep(vol);
|
|
}
|
|
}
|
|
|
|
Class UTWeapon : Weapon
|
|
{
|
|
int DropAmmo;
|
|
bool bExtraPickup;
|
|
|
|
Property DropAmmo: DropAmmo;
|
|
|
|
// Drawstuffs under HUD
|
|
virtual ui void PreRender( double lbottom ) {}
|
|
// Drawstuffs over HUD
|
|
virtual ui void PostRender( double lbottom ) {}
|
|
|
|
override Inventory CreateTossable( int amt )
|
|
{
|
|
if ( Ammo1 && (Ammo1.Amount <= 0) ) return null;
|
|
Inventory d = Super.CreateTossable(amt);
|
|
if ( d && (d.GetClass() == GetClass()) )
|
|
{
|
|
d.SetState(d.ResolveState("Spawn")+1);
|
|
d.bALWAYSPICKUP = true;
|
|
}
|
|
return d;
|
|
}
|
|
|
|
override bool SpecialDropAction( Actor dropper )
|
|
{
|
|
SetState(ResolveState("Spawn")+1);
|
|
bALWAYSPICKUP = true;
|
|
return false;
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
// don't slide on floor when dropped
|
|
if ( CurState == ResolveState("Spawn")+1 )
|
|
{
|
|
if ( pos.z <= floorz )
|
|
vel.xy *= 0;
|
|
}
|
|
if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) ) return;
|
|
Owner.player.WeaponState |= WF_WEAPONBOBBING; // UT weapons always bob
|
|
}
|
|
|
|
void FireEffect()
|
|
{
|
|
let amp = DamageAmplifier(Owner.FindInventory("DamageAmplifier",true));
|
|
if ( amp ) amp.FireEffect();
|
|
}
|
|
|
|
override void OwnerDied()
|
|
{
|
|
Super.OwnerDied();
|
|
A_ClearRefire();
|
|
}
|
|
|
|
override bool HandlePickup( Inventory item )
|
|
{
|
|
if (item.GetClass() == GetClass())
|
|
{
|
|
if ( Weapon(item).PickupForAmmo(self) )
|
|
item.bPickupGood = true;
|
|
if ( (MaxAmount > 1) || bALWAYSPICKUP )
|
|
return Inventory.HandlePickup(item);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
override bool ShouldStay()
|
|
{
|
|
if ( ((multiplayer && (!deathmatch && !alwaysapplydmflags)) || sv_weaponstay) && !bDropped )
|
|
return (!bExtraPickup && !bALWAYSPICKUP);
|
|
return false;
|
|
}
|
|
override bool TryPickup( in out Actor toucher )
|
|
{
|
|
if ( !bExtraPickup ) bExtraPickup = ((MaxAmount > 1) && (toucher.CountInv(GetClass()) < MaxAmount));
|
|
return Super.TryPickup(toucher);
|
|
}
|
|
|
|
// Whole chain of function rewrites because of some stupid hardcoded deathmatch ammo multiplier
|
|
override bool TryPickupRestricted( in out Actor toucher )
|
|
{
|
|
if ( ShouldStay() ) return false;
|
|
bExtraPickup = false;
|
|
bool gaveSome = !!(NonIdioticAddAmmo(toucher,AmmoType1,AmmoGive1));
|
|
gaveSome |= !!(NonIdioticAddAmmo(toucher,AmmoType2,AmmoGive2));
|
|
if ( gaveSome ) GoAwayAndDie();
|
|
return gaveSome;
|
|
}
|
|
override void AttachToOwner( Actor other )
|
|
{
|
|
bExtraPickup = false;
|
|
Inventory.AttachToOwner(other);
|
|
Ammo1 = NonIdioticAddAmmo(Owner,AmmoType1,AmmoGive1);
|
|
Ammo2 = NonIdioticAddAmmo(Owner,AmmoType2,AmmoGive2);
|
|
SisterWeapon = AddWeapon(SisterWeaponType);
|
|
if ( Owner.player )
|
|
{
|
|
if ( !Owner.player.GetNeverSwitch() && !bNo_Auto_Switch )
|
|
Owner.player.PendingWeapon = self;
|
|
if ( Owner.player.mo == players[consoleplayer].camera )
|
|
StatusBar.ReceivedWeapon(self);
|
|
}
|
|
GivenAsMorphWeapon = false;
|
|
}
|
|
|
|
// rewrite of AddAmmo without stupid hardcoded 2.5x ammo multiplier
|
|
protected Ammo NonIdioticAddAmmo( Actor other, Class<Ammo> ammotype, int amount )
|
|
{
|
|
if ( !ammotype ) return null;
|
|
Ammo ammoitem;
|
|
if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
|
|
ammoitem = Ammo(other.FindInventory(ammotype));
|
|
if ( !ammoitem )
|
|
{
|
|
ammoitem = Ammo(Spawn(ammotype));
|
|
ammoitem.Amount = min(amount,ammoitem.MaxAmount);
|
|
ammoitem.AttachToOwner(other);
|
|
}
|
|
else if ( ammoitem.Amount < ammoitem.MaxAmount )
|
|
{
|
|
ammoitem.Amount += amount;
|
|
if ( ammoitem.Amount > ammoitem.MaxAmount )
|
|
ammoitem.Amount = ammoitem.MaxAmount;
|
|
}
|
|
return ammoitem;
|
|
}
|
|
|
|
override void OnDrop( Actor dropper )
|
|
{
|
|
Vector2 hofs = RotateVector((dropper.radius,0),dropper.angle);
|
|
SetOrigin(dropper.Vec3Offset(hofs.x,hofs.y,dropper.height*0.5),false);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = dt_Matrix4.GetAxes(dropper.pitch,dropper.angle,dropper.roll);
|
|
vel = x*12.0;
|
|
vel.z += 4.0;
|
|
angle = dropper.angle;
|
|
pitch = 0;
|
|
roll = 0;
|
|
}
|
|
|
|
Default
|
|
{
|
|
Weapon.BobStyle "Smooth";
|
|
Weapon.BobSpeed 1.5;
|
|
Weapon.BobRangeX 0.2;
|
|
Weapon.BobRangeY 0.4;
|
|
Weapon.YAdjust 0;
|
|
+WEAPON.NOALERT;
|
|
}
|
|
}
|
|
|
|
Class UTTeleportLight : DynamicLight
|
|
{
|
|
Default
|
|
{
|
|
DynamicLight.Type "Point";
|
|
Args 128,160,255,80;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( alpha <= 0 )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
args[LIGHT_RED] = int(128*alpha);
|
|
args[LIGHT_GREEN] = int(160*alpha);
|
|
args[LIGHT_BLUE] = int(255*alpha);
|
|
args[LIGHT_INTENSITY] = Random[Tele](10,14)*8;
|
|
alpha -= 1./35;
|
|
}
|
|
}
|
|
|
|
Class UTItemLight : DynamicLight
|
|
{
|
|
Default
|
|
{
|
|
DynamicLight.Type "Point";
|
|
Args 255,224,160,48;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( alpha <= 0 )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
args[LIGHT_RED] = int(255*alpha);
|
|
args[LIGHT_GREEN] = int(224*alpha);
|
|
args[LIGHT_BLUE] = int(160*alpha);
|
|
args[LIGHT_INTENSITY] = Random[Tele](6,8)*8;
|
|
alpha -= 3./35;
|
|
}
|
|
}
|
|
|
|
Class UTTeleportFog : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP;
|
|
+NOTELEPORT;
|
|
+NOGRAVITY;
|
|
RenderStyle "Add";
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
Spawn("UTTeleportLight",pos+(0,0,16));
|
|
A_PlaySound ("misc/teleport");
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TELE ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 Bright A_FadeOut(1./35);
|
|
TEL2 ABCDEFGHI 1 Bright A_FadeOut(1./35);
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTItemFog : Actor
|
|
{
|
|
Default
|
|
{
|
|
+NOBLOCKMAP;
|
|
+NOTELEPORT;
|
|
+NOGRAVITY;
|
|
RenderStyle "Add";
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
Spawn("UTItemLight",pos+(0,0,16));
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTSpark : Actor
|
|
{
|
|
Default
|
|
{
|
|
RenderStyle "Add";
|
|
Radius 2;
|
|
Height 2;
|
|
+NOBLOCKMAP;
|
|
+FORCEXYBILLBOARD;
|
|
+MISSILE;
|
|
+MOVEWITHSECTOR;
|
|
+THRUACTORS;
|
|
+NOTELEPORT;
|
|
+DONTSPLASH;
|
|
BounceType "Doom";
|
|
BounceFactor 0.4;
|
|
Gravity 0.5;
|
|
Scale 0.05;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( waterlevel > 0 )
|
|
{
|
|
let b = Spawn("UTBubble",pos);
|
|
b.vel = vel;
|
|
b.scale *= 0.3;
|
|
Destroy();
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SPRK A 1 Bright A_FadeOut(0.01);
|
|
Wait;
|
|
Death:
|
|
SPRK A 1 Bright A_FadeOut(0.05);
|
|
Wait;
|
|
}
|
|
}
|
|
|
|
Class UTViewSpark : UTSpark
|
|
{
|
|
Default
|
|
{
|
|
+NOCLIP;
|
|
-MISSILE;
|
|
BounceType "None";
|
|
}
|
|
Vector3 ofs, vvel;
|
|
|
|
override void Tick()
|
|
{
|
|
Actor.Tick();
|
|
if ( !target || !target.player )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
Vector3 x, y, z;
|
|
[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
|
Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
|
|
SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
|
|
bInvisible = (players[consoleplayer].camera != target);
|
|
if ( isFrozen() ) return;
|
|
ofs += vvel;
|
|
vvel.z -= 0.1;
|
|
scale *= 0.8;
|
|
if ( (scale.x <= 0.01) || (waterlevel > 0) ) Destroy();
|
|
}
|
|
}
|
|
|
|
Class UTChip : Actor
|
|
{
|
|
int deadtimer;
|
|
double rollvel, anglevel, pitchvel;
|
|
|
|
Default
|
|
{
|
|
Radius 2;
|
|
Height 2;
|
|
+NOBLOCKMAP;
|
|
+MISSILE;
|
|
+MOVEWITHSECTOR;
|
|
+THRUACTORS;
|
|
+NOTELEPORT;
|
|
+DONTSPLASH;
|
|
+INTERPOLATEANGLES;
|
|
BounceType "Doom";
|
|
BounceFactor 0.3;
|
|
Gravity 0.7;
|
|
Scale 0.2;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
deadtimer = 0;
|
|
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
|
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
|
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
|
frame = Random[Junk](0,3);
|
|
scale *= Frandom[Junk](0.8,1.2);
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( isFrozen() ) return;
|
|
if ( InStateSequence(CurState,ResolveState("Death")) )
|
|
{
|
|
deadtimer++;
|
|
if ( deadtimer > 300 ) A_FadeOut(0.05);
|
|
return;
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
CHIP # 1
|
|
{
|
|
angle += anglevel;
|
|
pitch += pitchvel;
|
|
roll += rollvel;
|
|
}
|
|
Loop;
|
|
Bounce:
|
|
CHIP # 0
|
|
{
|
|
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
|
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
|
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
|
|
}
|
|
Goto Spawn;
|
|
Death:
|
|
CHIP # -1;
|
|
Stop;
|
|
Dummy:
|
|
CHIP ABCD -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTBubble : Actor
|
|
{
|
|
Default
|
|
{
|
|
RenderStyle "Add";
|
|
Radius 2;
|
|
Height 2;
|
|
+NOBLOCKMAP;
|
|
+NOGRAVITY;
|
|
+DONTSPLASH;
|
|
+FORCEXYBILLBOARD;
|
|
+NOTELEPORT;
|
|
Scale 0.05;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
double ang, pt;
|
|
scale *= FRandom[Puff](0.5,1.5);
|
|
ang = FRandom[Puff](0,360);
|
|
pt = FRandom[Puff](-90,90);
|
|
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.2,0.8);
|
|
if ( waterlevel <= 0 ) Destroy();
|
|
SetState(ResolveState("Spawn")+Random[Puff](0,2));
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( isFrozen() ) return;
|
|
vel *= 0.96;
|
|
vel.z += 0.05;
|
|
if ( (waterlevel <= 0) || !Random[Puff](0,100) ) Destroy();
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BUBL ABC -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTSmoke : Actor
|
|
{
|
|
Default
|
|
{
|
|
RenderStyle "Shaded";
|
|
StencilColor "FFFFFF";
|
|
Radius 2;
|
|
Height 2;
|
|
+NOBLOCKMAP;
|
|
+NOGRAVITY;
|
|
+DONTSPLASH;
|
|
+FORCEXYBILLBOARD;
|
|
+THRUACTORS;
|
|
+NOTELEPORT;
|
|
+CANBOUNCEWATER;
|
|
-BOUNCEAUTOOFF;
|
|
BounceType "Hexen";
|
|
BounceFactor 1.0;
|
|
WallBounceFactor 1.0;
|
|
Scale 0.5;
|
|
}
|
|
|
|
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 += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.2,0.8);
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( isFrozen() ) return;
|
|
vel *= 0.96;
|
|
vel.z += 0.01;
|
|
A_FadeOut(1/32.);
|
|
if ( waterlevel > 0 )
|
|
{
|
|
let b = Spawn("UTBubble",pos);
|
|
b.vel = vel;
|
|
Destroy();
|
|
}
|
|
}
|
|
|
|
States
|
|
{
|
|
Spawn:
|
|
TNT1 A 0 NoDelay A_Jump(255,"US1","US2","US3","US4","US5","US6","US7","US8","US9","US10");
|
|
Stop;
|
|
US1:
|
|
US1_ ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
US2:
|
|
US2_ ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
US3:
|
|
US3_ ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
US4:
|
|
US4_ ABCDEFGHIJKLMNO 2;
|
|
Stop;
|
|
US5:
|
|
US5_ ABCDEFGHIJKLMNO 2;
|
|
Stop;
|
|
US6:
|
|
US6_ ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
US7:
|
|
US7_ ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
US8:
|
|
US8_ ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
US9:
|
|
US9_ ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
US10:
|
|
US10 ABCDEFGHIJKLMNOP 2;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTSmallSmoke : UTSmoke
|
|
{
|
|
override void PostBeginPlay()
|
|
{
|
|
Actor.PostBeginPlay();
|
|
double ang, pt;
|
|
scale *= FRandom[Puff](0.1,0.3);
|
|
alpha *= FRandom[Puff](0.5,1.5);
|
|
ang = FRandom[Puff](0,360);
|
|
pt = FRandom[Puff](-90,90);
|
|
vel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.04,0.16);
|
|
}
|
|
}
|
|
|
|
Class UTViewSmoke : UTSmoke
|
|
{
|
|
Vector3 ofs, vvel;
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
Actor.PostBeginPlay();
|
|
double ang, pt;
|
|
scale *= FRandom[Puff](0.1,0.3);
|
|
alpha *= FRandom[Puff](0.5,1.5);
|
|
ang = FRandom[Puff](0,360);
|
|
pt = FRandom[Puff](-90,90);
|
|
vvel += (cos(pt)*cos(ang),cos(pt)*sin(ang),-sin(pt))*FRandom[Puff](0.04,0.16);
|
|
}
|
|
|
|
override void Tick()
|
|
{
|
|
Actor.Tick();
|
|
if ( !target || !target.player )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
Vector3 x, y, z;
|
|
[x, y, z] = dt_Matrix4.GetAxes(target.pitch,target.angle,target.roll);
|
|
Vector3 origin = x*ofs.x+y*ofs.y+z*ofs.z+(0,0,target.player.viewz);
|
|
SetOrigin(target.Vec2OffsetZ(origin.x,origin.y,origin.z),true);
|
|
bInvisible = (players[consoleplayer].camera != target);
|
|
if ( isFrozen() ) return;
|
|
ofs += vvel;
|
|
vvel *= 0.96;
|
|
vvel.z += 0.01;
|
|
A_FadeOut(1/32.);
|
|
if ( waterlevel > 0 ) Destroy();
|
|
}
|
|
}
|
|
|
|
Class UTStaticViewSmoke : UTViewSmoke
|
|
{
|
|
override void PostBeginPlay()
|
|
{
|
|
Actor.PostBeginPlay();
|
|
scale *= FRandom[Puff](0.1,0.3);
|
|
alpha *= FRandom[Puff](0.5,1.5);
|
|
}
|
|
}
|
|
|
|
Class UTRedSkull : RedSkull
|
|
{
|
|
Default
|
|
{
|
|
Tag "Red Skull";
|
|
Species "RedSkull";
|
|
Inventory.PickupMessage "You got the Red Skull.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
USKL A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTGoldSkull : YellowSkull
|
|
{
|
|
Default
|
|
{
|
|
Tag "Gold Skull";
|
|
Species "YellowSkull";
|
|
Inventory.PickupMessage "You got the Gold Skull.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
USKL B -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTBlueSkull : BlueSkull
|
|
{
|
|
Default
|
|
{
|
|
Tag "Blue Skull";
|
|
Species "BlueSkull";
|
|
Inventory.PickupMessage "You got the Blue Skull.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
USKL C -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTRedKey : RedCard
|
|
{
|
|
Default
|
|
{
|
|
Tag "Red Key";
|
|
Species "RedCard";
|
|
Inventory.PickupMessage "You got the Red Key.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
UKEY A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTGoldKey : YellowCard
|
|
{
|
|
Default
|
|
{
|
|
Tag "Gold Key";
|
|
Species "YellowCard";
|
|
Inventory.PickupMessage "You got the Gold Key.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
UKEY B -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UTBlueKey : BlueCard
|
|
{
|
|
Default
|
|
{
|
|
Tag "Blue Key";
|
|
Species "BlueCard";
|
|
Inventory.PickupMessage "You got the Blue Key.";
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
UKEY C -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class ShredCorpseHitbox : Actor
|
|
{
|
|
int accdamage;
|
|
|
|
Default
|
|
{
|
|
+NOGRAVITY;
|
|
-SOLID;
|
|
+DONTSPLASH;
|
|
+SHOOTABLE;
|
|
Health int.max;
|
|
}
|
|
override void PostBeginPlay()
|
|
{
|
|
if ( !target )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
accdamage = target.Health;
|
|
A_SetSize(target.radius,target.height);
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( !target || (target.Health > 0) || target.InStateSequence(target.CurState,target.FindState("XDeath")) )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
SetOrigin(target.pos,true);
|
|
A_SetSize(target.radius,target.height);
|
|
}
|
|
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
|
|
{
|
|
accdamage -= damage;
|
|
int gibhealth = (target.GibHealth==int.min)?-target.SpawnHealth():target.GibHealth;
|
|
if ( accdamage < gibhealth )
|
|
{
|
|
// force gib (cheap ATM)
|
|
State gib = target.FindState("XDeath");
|
|
if ( gib ) target.SetState(gib);
|
|
Destroy();
|
|
}
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
Enum ESwingMode
|
|
{
|
|
SWING_Straight, // constant increment
|
|
SWING_Spring, // bounces back after a delay
|
|
};
|
|
|
|
Class Swinger : Thinker
|
|
{
|
|
Actor target;
|
|
Vector2 dir;
|
|
double inc, rmul;
|
|
int steps, mode, delay;
|
|
double str, tstr;
|
|
int cnt, cstate;
|
|
|
|
Enum ESwingerState
|
|
{
|
|
STATE_Initial,
|
|
STATE_Wait,
|
|
STATE_Return,
|
|
};
|
|
|
|
override void Tick()
|
|
{
|
|
if ( !target ) cstate = -1;
|
|
switch ( cstate )
|
|
{
|
|
case STATE_Initial:
|
|
target.A_SetAngle(target.angle+dir.x*str*flak_swingerstrength,SPF_INTERPOLATE);
|
|
target.A_SetPitch(target.pitch+dir.y*str*flak_swingerstrength,SPF_INTERPOLATE);
|
|
str += inc;
|
|
if ( ++cnt >= steps )
|
|
{
|
|
cnt = 0;
|
|
str = tstr/steps;
|
|
cstate = (mode==SWING_Straight)?(-1):(delay>0)?STATE_Wait:STATE_Return;
|
|
}
|
|
else tstr += str;
|
|
break;
|
|
case STATE_Wait:
|
|
if ( ++cnt >= delay )
|
|
{
|
|
cnt = 0;
|
|
cstate = STATE_Return;
|
|
}
|
|
break;
|
|
case STATE_Return:
|
|
target.A_SetAngle(target.angle-dir.x*(str/rmul)*flak_swingerstrength,SPF_INTERPOLATE);
|
|
target.A_SetPitch(target.pitch-dir.y*(str/rmul)*flak_swingerstrength,SPF_INTERPOLATE);
|
|
if ( ++cnt >= steps*rmul )
|
|
{
|
|
cnt = 0;
|
|
cstate = -1;
|
|
}
|
|
break;
|
|
default:
|
|
Destroy();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
Class GenericFlash : HUDMessageBase
|
|
{
|
|
Color col;
|
|
int duration;
|
|
double alpha;
|
|
Actor cam;
|
|
GenericFlash Setup( Actor camera, Color c, int d )
|
|
{
|
|
alpha = 1.0;
|
|
col = c;
|
|
duration = d;
|
|
cam = camera;
|
|
return self;
|
|
}
|
|
override bool Tick()
|
|
{
|
|
alpha -= 1./duration;
|
|
return (alpha<=0);
|
|
}
|
|
override void Draw( int bottom, int visibility )
|
|
{
|
|
if ( automapactive || (visibility != BaseStatusBar.HUDMSGLayer_UnderHUD) ) return;
|
|
if ( cam && (players[consoleplayer].camera != cam) ) return;
|
|
Screen.Dim(col,(col.a/255.)*alpha,0,0,Screen.GetWidth(),Screen.GetHeight());
|
|
}
|
|
}
|
|
|
|
Class QueuedFlash
|
|
{
|
|
Color c;
|
|
int duration;
|
|
int tic;
|
|
Actor cam;
|
|
}
|
|
|
|
Class UTMainHandler : StaticEventHandler
|
|
{
|
|
ui TextureID tex;
|
|
Array<QueuedFlash> flashes;
|
|
|
|
override void CheckReplacement( ReplaceEvent e )
|
|
{
|
|
if ( e.Replacee == 'Chainsaw' )
|
|
{
|
|
if ( Random[Replacements](0,1) ) e.Replacement = 'UTChainsaw';
|
|
else e.Replacement = 'Enforcer';
|
|
}
|
|
else if ( e.Replacee == 'Fist' ) e.Replacement = 'ImpactHammer';
|
|
else if ( e.Replacee == 'Pistol' ) e.Replacement = 'Enforcer';
|
|
else if ( (e.Replacee == 'Shotgun') || (e.Replacee == 'SuperShotgun') )
|
|
{
|
|
if ( !Random[Replacements](0,3) ) e.Replacement = 'Enforcer';
|
|
else if ( Random[Replacements](0,1) ) e.Replacement = 'BioRifle';
|
|
else e.Replacement = 'ShockRifle';
|
|
}
|
|
else if ( e.Replacee == 'Chaingun' )
|
|
{
|
|
if ( Random[Replacements](0,2) ) e.Replacement = 'PulseGun';
|
|
else e.Replacement = 'Ripper2';
|
|
}
|
|
else if ( e.Replacee == 'RocketLauncher' )
|
|
{
|
|
if ( Random[Replacements](0,1) ) e.Replacement = 'FlakCannon';
|
|
else e.Replacement = 'UTRocketLauncher';
|
|
}
|
|
else if ( e.Replacee == 'PlasmaRifle' )
|
|
{
|
|
if ( Random[Replacements](0,1) ) e.Replacement = 'Minigun';
|
|
else e.Replacement = 'SniperRifle';
|
|
}
|
|
else if ( e.Replacee == 'BFG9000' ) e.Replacement = 'WarheadLauncher';
|
|
else if ( e.Replacee == 'Clip' ) e.Replacement = 'EClip';
|
|
else if ( e.Replacee == 'ClipBox' )
|
|
{
|
|
if ( !Random[Replacements](0,2) ) e.Replacement = 'EClip';
|
|
else if ( Random[Replacements](0,2) ) e.Replacement = 'PulseAmmo';
|
|
else e.Replacement = 'RipperAmmo';
|
|
}
|
|
else if ( e.Replacee == 'Shell' )
|
|
{
|
|
if ( !Random[Replacements](0,2) ) e.Replacement = 'EClip';
|
|
else if ( Random[Replacements](0,1) ) e.Replacement = 'BioAmmo2';
|
|
else e.Replacement = 'ShockAmmo2';
|
|
}
|
|
else if ( e.Replacee == 'ShellBox' )
|
|
{
|
|
if ( Random[Replacements](0,1) ) e.Replacement = 'BioAmmo';
|
|
else e.Replacement = 'ShockAmmo';
|
|
}
|
|
else if ( e.Replacee == 'RocketAmmo' )
|
|
{
|
|
if ( Random[Replacements](0,1) )
|
|
{
|
|
if ( !Random[Replacements](0,3) ) e.Replacement = 'FlakAmmo';
|
|
else e.Replacement = 'FlakAmmo2';
|
|
}
|
|
else
|
|
{
|
|
if ( !Random[Replacements](0,3) ) e.Replacement = 'UTRocketAmmo';
|
|
else e.Replacement = 'UTRocketAmmo2';
|
|
}
|
|
}
|
|
else if ( e.Replacee == 'RocketBox' )
|
|
{
|
|
if ( Random[Replacements](0,1) ) e.Replacement = 'FlakAmmo';
|
|
else e.Replacement = 'UTRocketAmmo';
|
|
}
|
|
else if ( e.Replacee == 'Cell' )
|
|
{
|
|
if ( Random[Replacements](0,1) ) e.Replacement = 'EClip';
|
|
else if ( !Random[Replacements](0,3) ) e.Replacement = 'RifleAmmo';
|
|
else e.Replacement = 'RifleAmmo2';
|
|
}
|
|
else if ( e.Replacee == 'CellPack' )
|
|
{
|
|
if ( !Random[Replacements](0,6) ) e.Replacement = 'WarheadAmmo';
|
|
else if ( Random[Replacements](0,1) ) e.Replacement = 'MiniAmmo';
|
|
else e.Replacement = 'RifleAmmo';
|
|
}
|
|
else if ( e.Replacee == 'InvulnerabilitySphere' ) e.Replacement = 'EnhancedShockRifle';
|
|
else if ( e.Replacee == 'Berserk' ) e.Replacement = 'UDamage';
|
|
else if ( e.Replacee == 'Soulsphere' ) e.Replacement = 'UTHealthPack';
|
|
else if ( e.Replacee == 'Megasphere' ) e.Replacement = 'UTShieldBelt';
|
|
else if ( e.Replacee == 'Allmap' ) e.Replacement = 'UTMapRevealer';
|
|
else if ( e.Replacee == 'BlurSphere' ) e.Replacement = 'UTInvisibility';
|
|
else if ( e.Replacee == 'Infrared' ) e.Replacement = 'Searchlight';
|
|
else if ( e.Replacee == 'RadSuit' ) e.Replacement = 'UTJumpBoots';
|
|
else if ( e.Replacee == 'Backpack' ) e.Replacement = 'UTBackpack';
|
|
else if ( e.Replacee == 'ArmorBonus' ) e.Replacement = 'UTArmorBonus';
|
|
else if ( e.Replacee == 'HealthBonus' ) e.Replacement = 'UTHealthBonus';
|
|
else if ( e.Replacee == 'GreenArmor' ) e.Replacement = 'UTThighPads';
|
|
else if ( e.Replacee == 'BlueArmor' ) e.Replacement = 'UTBodyArmor';
|
|
else if ( e.Replacee == 'Stimpack' ) e.Replacement = 'UTMedBox';
|
|
else if ( e.Replacee == 'Medikit' ) e.Replacement = 'UTHealthBox';
|
|
else if ( e.Replacee == 'RedCard' ) e.Replacement = 'UTRedKey';
|
|
else if ( e.Replacee == 'BlueCard' ) e.Replacement = 'UTBlueKey';
|
|
else if ( e.Replacee == 'YellowCard' ) e.Replacement = 'UTGoldKey';
|
|
else if ( e.Replacee == 'RedSkull' ) e.Replacement = 'UTRedSkull';
|
|
else if ( e.Replacee == 'BlueSkull' ) e.Replacement = 'UTBlueSkull';
|
|
else if ( e.Replacee == 'YellowSkull' ) e.Replacement = 'UTGoldSkull';
|
|
else if ( e.Replacee == 'TeleportFog' ) e.Replacement = 'UTTeleportFog';
|
|
else if ( e.Replacee == 'ItemFog' ) e.Replacement = 'UTItemFog';
|
|
else if ( flak_blood && (e.Replacee == 'Blood') ) e.Replacement = 'UTBlood';
|
|
}
|
|
|
|
private Actor AddLight( Vector3 pos, Color col, int radius )
|
|
{
|
|
Actor l = currentSession.levelinfo[0].Spawn("PointLightAttenuated",pos);
|
|
if ( !l ) return null;
|
|
l.args[0] = col.r;
|
|
l.args[1] = col.g;
|
|
l.args[2] = col.b;
|
|
l.args[3] = radius;
|
|
return l;
|
|
}
|
|
|
|
private Actor AddAmbient( Vector3 pos, String snd, double volume = 1., double attenuation = ATTN_NORM )
|
|
{
|
|
Actor a = currentSession.levelinfo[0].Spawn("MapSpot",pos);
|
|
if ( !a ) return null;
|
|
a.A_PlaySound(snd,CHAN_BODY,volume,true,attenuation);
|
|
return a;
|
|
}
|
|
|
|
override void WorldLoaded( WorldEvent e )
|
|
{
|
|
if ( gamestate != GS_LEVEL || e.IsSaveGame ) return;
|
|
// prettify Kinsie's test map for a more Unreal feel
|
|
let level = currentSession.levelinfo[0];
|
|
if ( level.GetChecksum() ~== "FBC3B6622A8B74AE06DE01E70007AC33" )
|
|
{
|
|
TextureID deftex = TexMan.CheckForTexture("-noflat-",TexMan.Type_Any);
|
|
TextureID skytx = TexMan.CheckForTexture("BlueSky",TexMan.Type_Any);
|
|
TextureID baseflor = TexMan.CheckForTexture("rClfFlr0",TexMan.Type_Any);
|
|
TextureID baseceil = TexMan.CheckForTexture("rClfBas0",TexMan.Type_Any);
|
|
TextureID basewall = TexMan.CheckForTexture("uAlnWl2b",TexMan.Type_Any);
|
|
TextureID xbasewall = TexMan.CheckForTexture("xAlnWl2b",TexMan.Type_Any);
|
|
TextureID glasstex = TexMan.CheckForTexture("Glassg",TexMan.Type_Any);
|
|
level.ChangeSky(skytx,skytx);
|
|
for ( int i=0; i<level.sectors.size(); i++ )
|
|
{
|
|
level.sectors[i].lightlevel = 0;
|
|
level.sectors[i].SetPlaneLight(0,0);
|
|
level.sectors[i].SetPlaneLight(1,0);
|
|
// open some ceilings
|
|
if ( level.sectors[i].ceilingplane.ZAtPoint(level.sectors[i].centerspot) == 1280 )
|
|
level.sectors[i].SetTexture(1,skyflatnum);
|
|
if ( level.sectors[i].GetTexture(0) == deftex )
|
|
{
|
|
level.sectors[i].SetTexture(0,(i==47)?baseceil:baseflor);
|
|
level.sectors[i].SetXScale(0,2.);
|
|
level.sectors[i].SetYScale(0,2.);
|
|
}
|
|
if ( level.sectors[i].GetTexture(1) == deftex )
|
|
{
|
|
level.sectors[i].SetTexture(1,(i==47)?baseflor:baseceil);
|
|
level.sectors[i].SetXScale(1,2.);
|
|
level.sectors[i].SetYScale(1,2.);
|
|
}
|
|
}
|
|
for ( int i=0; i<level.sides.size(); i++ )
|
|
{
|
|
level.sides[i].light = 0;
|
|
for ( int j=0; j<3; j++ )
|
|
{
|
|
if ( level.sides[i].GetTexture(j) != deftex ) continue;
|
|
if ( (i==529) || (i==530) || (i==533) || (i==534) )
|
|
{
|
|
level.sides[i].SetTexture(j,xbasewall);
|
|
level.sides[i].SetTextureYOffset(j,-2304);
|
|
}
|
|
else level.sides[i].SetTexture(j,basewall);
|
|
level.sides[i].SetTextureXScale(j,2.);
|
|
level.sides[i].SetTextureYScale(j,2.);
|
|
}
|
|
}
|
|
// fixup
|
|
for ( int i=215; i<246; i++ )
|
|
{
|
|
if ( (i==218) || (i==221) || (i==227)
|
|
|| (i==230) || (i==232) || (i==234)
|
|
|| (i==238) || (i==243) ) continue;
|
|
level.sectors[i].SetSpecialColor(0,"00 00 00");
|
|
}
|
|
level.sectors[53].SetFade("00 00 20");
|
|
level.sides[1844].SetTexture(1,glasstex);
|
|
level.lines[945].alpha = 0.5;
|
|
AddLight((0,-288,128),"E0 E0 FF",256);
|
|
AddLight((-2560,1024,1280),"E0 E0 FF",1024);
|
|
AddLight((0,1024,1280),"E0 E0 FF",1024);
|
|
AddLight((2560,1024,1280),"E0 E0 FF",1024);
|
|
AddLight((-384,-160,64),"FF FF FF",128);
|
|
AddLight((-384,-288,64),"FF FF FF",128);
|
|
AddLight((-384,-416,64),"FF FF FF",128);
|
|
AddLight((0,2816,96),"FF FF FF",512);
|
|
AddLight((2904,1344,128),"80 80 FF",256);
|
|
AddLight((3408,1344,128),"80 80 FF",256);
|
|
AddLight((1568,1760,64),"20 20 80",128);
|
|
AddLight((1824,1760,64),"80 20 20",128);
|
|
AddLight((2080,1760,64),"FF 80 20",128);
|
|
AddLight((2336,1760,64),"20 FF 20",128);
|
|
AddLight((2592,1760,64),"80 80 20",128);
|
|
AddLight((2848,1760,64),"A0 A0 30",128);
|
|
AddLight((2944,960,64),"20 FF 20",128);
|
|
AddLight((2944,736,64),"20 FF 20",128);
|
|
AddLight((3264,960,64),"FF 20 20",128);
|
|
AddLight((3264,736,64),"A0 A0 30",128);
|
|
AddLight((3264,512,64),"80 80 20",128);
|
|
AddLight((3584,960,64),"80 80 20",128);
|
|
AddLight((3584,736,64),"20 FF 20",128);
|
|
AddLight((3584,512,64),"FF 80 20",128);
|
|
AddLight((3584,288,64),"FF 80 FF",128);
|
|
AddAmbient((0,-288,192),"testamb/wind1",0.5,1.6);
|
|
AddAmbient((-2560,1024,768),"testamb/wind1",0.4,0.8);
|
|
AddAmbient((0,1024,768),"testamb/wind1",0.4,0.8);
|
|
AddAmbient((2560,1024,768),"testamb/wind1",0.4,0.8);
|
|
AddAmbient((768,1600,1280),"testamb/wind2",0.8,1.6);
|
|
AddAmbient((3174,1344,128),"testamb/water",0.4,1.6);
|
|
AddAmbient((1568,1760,64),"testamb/water",0.4,2.4);
|
|
AddAmbient((2080,1760,64),"testamb/lava",0.8,2.4);
|
|
AddAmbient((2336,1760,64),"testamb/slime",0.4,2.4);
|
|
AddAmbient((2944,960,64),"testamb/slime",0.4,2.4);
|
|
AddAmbient((2944,736,64),"testamb/slime",0.4,2.4);
|
|
AddAmbient((3584,736,64),"testamb/slime",0.4,2.4);
|
|
AddAmbient((3584,512,64),"testamb/lava",0.8,2.4);
|
|
}
|
|
}
|
|
|
|
override void WorldThingSpawned( WorldEvent e )
|
|
{
|
|
if ( flak_nobosstelefrag && e.Thing.bBOSS ) e.Thing.bNOTELEFRAG = true;
|
|
}
|
|
|
|
ui void StartMenu()
|
|
{
|
|
CVar protomenu = CVar.GetCVar('flak_protomenu',players[consoleplayer]);
|
|
if ( !protomenu ) return; // this can happen
|
|
int proto = protomenu.GetInt();
|
|
if ( proto )
|
|
{
|
|
tex = TexMan.CheckForTexture("protobg",TexMan.Type_Any);
|
|
if ( gamestate != GS_TITLELEVEL ) return;
|
|
if ( proto > 1 ) S_ChangeMusic("menu2");
|
|
else S_ChangeMusic("xyzdMenu");
|
|
}
|
|
else
|
|
{
|
|
tex = TexMan.CheckForTexture("finalbg",TexMan.Type_Any);
|
|
if ( gamestate != GS_TITLELEVEL ) return;
|
|
S_ChangeMusic("utmenu23");
|
|
}
|
|
}
|
|
|
|
override void PlayerEntered( PlayerEvent e )
|
|
{
|
|
if ( flak_translocator )
|
|
players[e.playernumber].mo.GiveInventory("Translocator",1);
|
|
}
|
|
override void PlayerRespawned( PlayerEvent e )
|
|
{
|
|
if ( flak_translocator )
|
|
players[e.playernumber].mo.GiveInventory("Translocator",1);
|
|
}
|
|
|
|
override void NetworkProcess( ConsoleEvent e )
|
|
{
|
|
if ( e.Name ~== "refreshtrans" )
|
|
{
|
|
if ( flak_translocator )
|
|
{
|
|
for ( int i=0; i<MAXPLAYERS; i++ ) if ( playeringame[i] ) players[i].mo.GiveInventory("Translocator",1);
|
|
}
|
|
else
|
|
{
|
|
for ( int i=0; i<MAXPLAYERS; i++ ) if ( playeringame[i] ) players[i].mo.TakeInventory("Translocator",1);
|
|
}
|
|
}
|
|
}
|
|
|
|
override void ConsoleProcess( ConsoleEvent e )
|
|
{
|
|
if ( e.Name ~== "refreshmenu" ) StartMenu();
|
|
if ( e.Name ~== "refreshtrans" ) EventHandler.SendNetworkEvent("refreshtrans");
|
|
}
|
|
|
|
override void WorldTick()
|
|
{
|
|
for ( int i=0; i<flashes.size(); i++ )
|
|
{
|
|
if ( flashes[i].tic >= gametic ) continue;
|
|
flashes.Delete(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
override void PostUiTick()
|
|
{
|
|
for ( int i=0; i<flashes.size(); i++ )
|
|
{
|
|
if ( flashes[i].tic < gametic ) continue;
|
|
GenericFlash gf = new("GenericFlash").Setup(flashes[i].cam,flashes[i].c,flashes[i].duration);
|
|
StatusBar.AttachMessage(gf,0,BaseStatusBar.HUDMSGLayer_UnderHUD);
|
|
}
|
|
if ( gametic <= 0 ) StartMenu();
|
|
}
|
|
|
|
override void RenderOverlay( RenderEvent e )
|
|
{
|
|
if ( !menuactive ) return;
|
|
if ( tex.IsNull() || !tex.IsValid() ) return;
|
|
if ( !CVar.GetCVar('flak_showmenu',players[consoleplayer]).GetBool() ) return;
|
|
Screen.Dim("Black",1.0,0,0,Screen.GetWidth(),Screen.GetHeight());
|
|
Screen.DrawTexture(tex,true,0,0,DTA_VirtualWidth,1024,DTA_VirtualHeight,768);
|
|
}
|
|
|
|
override void WorldThingDied( WorldEvent e )
|
|
{
|
|
if ( e.Thing.bDONTGIB ) return;
|
|
// gibbers
|
|
if ( flak_gibs && !e.Thing.bNOBLOOD && ((e.Inflictor && e.Inflictor.bEXTREMEDEATH) || (e.Thing.Health < e.Thing.GetGibHealth())) && (!e.Inflictor || !e.Inflictor.bNOEXTREMEDEATH) )
|
|
{
|
|
// players have special gibbing
|
|
if ( e.Thing.player )
|
|
{
|
|
return;
|
|
}
|
|
// generic gibbing
|
|
let a = e.Thing.level.Spawn("UTGibber",e.Thing.pos);
|
|
a.vel = e.Thing.vel;
|
|
a.Scale = e.Thing.Scale;
|
|
a.Translation = e.Thing.BloodTranslation;
|
|
if ( e.Thing.BloodColor ) a.SetShade(e.Thing.BloodColor);
|
|
else a.SetShade(gameinfo.defaultbloodcolor);
|
|
a.A_SetSize(e.Thing.radius,e.Thing.height);
|
|
e.Thing.A_XScream();
|
|
e.Thing.A_NoBlocking();
|
|
e.Thing.A_BossDeath();
|
|
e.Thing.Destroy();
|
|
return;
|
|
}
|
|
// attach damage accumulator for corpses
|
|
if ( !flak_corpsedamage ) return;
|
|
let a = e.Thing.level.Spawn("ShredCorpseHitbox",e.Thing.pos);
|
|
a.target = e.Thing;
|
|
}
|
|
|
|
static void DoFlash( Actor camera, Color c, int duration )
|
|
{
|
|
QueuedFlash qf = new("QueuedFlash");
|
|
qf.duration = duration;
|
|
qf.c = c;
|
|
qf.tic = gametic;
|
|
qf.cam = camera;
|
|
let hnd = UTMainHandler(StaticEventHandler.Find("UTMainHandler"));
|
|
hnd.flashes.push(qf);
|
|
}
|
|
|
|
// Doom's explosions aren't fully 3D
|
|
static void DoBlast( Actor Source, double ExplosionRadius, double MomentumTransfer )
|
|
{
|
|
BlockThingsIterator bi = BlockThingsIterator.Create(Source,ExplosionRadius);
|
|
while ( bi.Next() )
|
|
{
|
|
Actor a = bi.Thing;
|
|
if ( !a || !a.bSHOOTABLE || !Source.CheckSight(a,0xf) || (a == Source) || (Source.Distance3D(a) > ExplosionRadius) )
|
|
continue;
|
|
Vector3 midpoint = a.Vec3Offset(0,0,a.height*0.5);
|
|
a.vel += Source.level.Vec3Diff(Source.pos,midpoint).unit()*(MomentumTransfer/(Thinker.TICRATE*a.mass));
|
|
}
|
|
}
|
|
|
|
// Same for this
|
|
static void DoKnockback( Actor Victim, Vector3 HitDirection, double MomentumTransfer )
|
|
{
|
|
if ( !Victim ) return;
|
|
Victim.vel += HitDirection*(MomentumTransfer/(Thinker.TICRATE*Victim.Mass));
|
|
}
|
|
|
|
static void DoSwing( Actor target, Vector2 dir, double initial, double inc, int steps, int mode = 0, int delay = 0, double rmul = 1.0 )
|
|
{
|
|
if ( !flak_swingers ) return;
|
|
let s = new("Swinger"); // this looks unsafe, shouldn't there be a way to create thinkers in specifc level?
|
|
s.ChangeStatNum(Thinker.STAT_USER);
|
|
s.target = target;
|
|
s.dir = dir;
|
|
s.inc = inc;
|
|
s.rmul = rmul;
|
|
s.steps = steps;
|
|
s.mode = mode;
|
|
s.delay = delay;
|
|
s.cnt = 0;
|
|
s.cstate = 0;
|
|
s.str = initial;
|
|
s.tstr = initial;
|
|
}
|
|
}
|