Flamethrower is done now. Please shout at me if it's too op.
This commit is contained in:
parent
64ab1c6633
commit
144935b4d5
5 changed files with 788 additions and 44 deletions
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@ -37,6 +37,7 @@ Doom Tournament (currently the devel branch is required).
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- Quadshot (slot 3) (replaces shotguns)
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- Stunner (slot 4) (replaces chainsaw)
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- Fireblaster (slot 5) (replaces rocket launcher)
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- Flamethrower (slot 6) (replaces plasma rifle)
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- Peacemaker (slot 8) (rare spawn in backpacks)
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- Demolisher (slot 9) (replaces bfg9000)
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- Autocannon (slot 0) (replaces bfg9000)
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@ -72,7 +73,6 @@ Doom Tournament (currently the devel branch is required).
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## In progress
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- Flamethrower (slot 6) (replaces plasma rifle)
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- Impaler (slot 7) (replaces plasma rifle)
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## Planned
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214
modeldef.napalm
214
modeldef.napalm
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@ -11,6 +11,220 @@ Model "FlameAmmo"
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FrameIndex FLMA A 0 0
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}
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Model "UNapalm"
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{
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Path "models"
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Model 0 "BioRGel_d.3d"
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Skin 0 "JNapGel1.png"
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Scale 0.12 0.1 0.1
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PitchOffset -90
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USEACTORPITCH
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USEACTORROLL
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// Flying
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FrameIndex GELF A 0 0
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FrameIndex GELF B 0 1
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FrameIndex GELF C 0 2
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FrameIndex GELF D 0 3
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FrameIndex GELF E 0 4
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FrameIndex GELF F 0 5
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FrameIndex GELF G 0 6
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FrameIndex GELF H 0 7
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FrameIndex GELF I 0 8
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FrameIndex GELF J 0 9
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FrameIndex GELF K 0 10
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FrameIndex GELF L 0 11
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FrameIndex GELF M 0 12
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// Hit
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FrameIndex GELH A 0 14
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FrameIndex GELH B 0 15
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FrameIndex GELH C 0 16
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FrameIndex GELH D 0 17
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FrameIndex GELH E 0 18
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FrameIndex GELH F 0 19
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FrameIndex GELH G 0 20
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FrameIndex GELH H 0 21
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FrameIndex GELH I 0 22
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FrameIndex GELH J 0 23
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// Drip
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FrameIndex GELD A 0 24
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FrameIndex GELD B 0 25
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FrameIndex GELD C 0 26
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FrameIndex GELD D 0 27
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FrameIndex GELD E 0 28
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FrameIndex GELD F 0 29
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FrameIndex GELD G 0 30
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FrameIndex GELD H 0 31
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FrameIndex GELD I 0 32
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FrameIndex GELD J 0 33
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FrameIndex GELD K 0 34
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FrameIndex GELD L 0 35
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FrameIndex GELD M 0 36
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// Slide
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FrameIndex GELS A 0 37
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FrameIndex GELS B 0 38
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FrameIndex GELS C 0 39
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FrameIndex GELS D 0 40
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FrameIndex GELS E 0 41
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FrameIndex GELS F 0 42
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FrameIndex GELS G 0 43
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// Shrivel
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FrameIndex GELX A 0 44
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FrameIndex GELX B 0 45
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FrameIndex GELX C 0 46
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FrameIndex GELX D 0 47
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FrameIndex GELX E 0 48
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FrameIndex GELX F 0 49
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FrameIndex GELX G 0 50
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FrameIndex GELX H 0 51
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FrameIndex GELX I 0 52
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FrameIndex GELX J 0 53
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FrameIndex GELX K 0 54
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FrameIndex GELX L 0 55
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}
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Model "UNapalmGlob"
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{
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Path "models"
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Model 0 "BioRGel_d.3d"
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Skin 0 "JNapGel1.png"
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Scale 0.12 0.1 0.1
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PitchOffset -90
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USEACTORPITCH
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USEACTORROLL
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// Flying
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FrameIndex GELF A 0 0
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FrameIndex GELF B 0 1
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FrameIndex GELF C 0 2
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FrameIndex GELF D 0 3
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FrameIndex GELF E 0 4
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FrameIndex GELF F 0 5
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FrameIndex GELF G 0 6
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FrameIndex GELF H 0 7
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FrameIndex GELF I 0 8
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FrameIndex GELF J 0 9
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FrameIndex GELF K 0 10
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FrameIndex GELF L 0 11
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FrameIndex GELF M 0 12
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// Hit
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FrameIndex GELH A 0 14
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FrameIndex GELH B 0 15
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FrameIndex GELH C 0 16
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FrameIndex GELH D 0 17
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FrameIndex GELH E 0 18
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FrameIndex GELH F 0 19
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FrameIndex GELH G 0 20
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FrameIndex GELH H 0 21
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FrameIndex GELH I 0 22
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FrameIndex GELH J 0 23
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// Drip
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FrameIndex GELD A 0 24
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FrameIndex GELD B 0 25
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FrameIndex GELD C 0 26
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FrameIndex GELD D 0 27
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FrameIndex GELD E 0 28
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FrameIndex GELD F 0 29
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FrameIndex GELD G 0 30
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FrameIndex GELD H 0 31
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FrameIndex GELD I 0 32
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FrameIndex GELD J 0 33
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FrameIndex GELD K 0 34
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FrameIndex GELD L 0 35
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FrameIndex GELD M 0 36
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// Slide
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FrameIndex GELS A 0 37
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FrameIndex GELS B 0 38
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FrameIndex GELS C 0 39
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FrameIndex GELS D 0 40
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FrameIndex GELS E 0 41
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FrameIndex GELS F 0 42
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FrameIndex GELS G 0 43
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// Shrivel
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FrameIndex GELX A 0 44
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FrameIndex GELX B 0 45
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FrameIndex GELX C 0 46
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FrameIndex GELX D 0 47
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FrameIndex GELX E 0 48
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FrameIndex GELX F 0 49
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FrameIndex GELX G 0 50
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FrameIndex GELX H 0 51
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FrameIndex GELX I 0 52
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FrameIndex GELX J 0 53
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FrameIndex GELX K 0 54
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FrameIndex GELX L 0 55
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}
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Model "UNapalmSplash"
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{
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Path "models"
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Model 0 "BioRGel_d.3d"
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Skin 0 "JNapGel1.png"
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Scale 0.12 0.1 0.1
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PitchOffset -90
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USEACTORPITCH
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USEACTORROLL
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// Flying
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FrameIndex GELF A 0 0
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FrameIndex GELF B 0 1
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FrameIndex GELF C 0 2
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FrameIndex GELF D 0 3
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FrameIndex GELF E 0 4
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FrameIndex GELF F 0 5
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FrameIndex GELF G 0 6
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FrameIndex GELF H 0 7
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FrameIndex GELF I 0 8
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FrameIndex GELF J 0 9
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FrameIndex GELF K 0 10
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FrameIndex GELF L 0 11
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FrameIndex GELF M 0 12
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// Hit
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FrameIndex GELH A 0 14
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FrameIndex GELH B 0 15
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FrameIndex GELH C 0 16
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FrameIndex GELH D 0 17
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FrameIndex GELH E 0 18
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FrameIndex GELH F 0 19
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FrameIndex GELH G 0 20
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FrameIndex GELH H 0 21
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FrameIndex GELH I 0 22
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FrameIndex GELH J 0 23
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// Drip
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FrameIndex GELD A 0 24
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FrameIndex GELD B 0 25
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FrameIndex GELD C 0 26
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FrameIndex GELD D 0 27
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FrameIndex GELD E 0 28
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FrameIndex GELD F 0 29
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FrameIndex GELD G 0 30
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FrameIndex GELD H 0 31
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FrameIndex GELD I 0 32
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FrameIndex GELD J 0 33
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FrameIndex GELD K 0 34
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FrameIndex GELD L 0 35
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FrameIndex GELD M 0 36
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// Slide
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FrameIndex GELS A 0 37
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FrameIndex GELS B 0 38
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FrameIndex GELS C 0 39
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FrameIndex GELS D 0 40
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FrameIndex GELS E 0 41
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FrameIndex GELS F 0 42
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FrameIndex GELS G 0 43
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// Shrivel
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FrameIndex GELX A 0 44
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FrameIndex GELX B 0 45
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FrameIndex GELX C 0 46
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FrameIndex GELX D 0 47
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FrameIndex GELX E 0 48
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FrameIndex GELX F 0 49
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FrameIndex GELX G 0 50
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FrameIndex GELX H 0 51
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FrameIndex GELX I 0 52
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FrameIndex GELX J 0 53
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FrameIndex GELX K 0 54
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FrameIndex GELX L 0 55
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}
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Model "UFlamethrower"
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{
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Path "models"
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@ -324,6 +324,7 @@ flamet/fire flamtfir
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flamet/fireend flamtstp
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flamet/charge flamtchg
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flamet/altfire flamtalt
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napalm/hit naplmhit
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translator/event transa3
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@ -33,7 +33,7 @@ Class OnFireLight : DynamicLight
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}
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Args[0] = clamp(of.Amount*4,0,255);
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Args[1] = clamp(of.Amount*2,0,128);
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Args[3] = int(max(of.victim.radius,of.victim.height))+60+clamp(of.amount/8,0,80);
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Args[3] = int(max(of.victim.radius,of.victim.height)*2.+20+clamp(of.amount/5,0,80));
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SetOrigin(of.Victim.Vec3Offset(0,0,of.Victim.Height/2),true);
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}
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}
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@ -43,6 +43,7 @@ Class OnFire : Thinker
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Actor victim, instigator, lite;
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int amount, cnt, delay;
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bool forcespread;
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double oangle;
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override void Tick()
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{
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@ -57,19 +58,28 @@ Class OnFire : Thinker
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amount -= int(victim.waterlevel**2);
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}
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if ( victim.Health <= 0 ) amount = min(amount,100);
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if ( !(victim is 'UNapalm') )
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{
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if ( !(level.maptime%3) )
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amount -= ((victim.Health>0)?1:2);
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if ( amount < -10 )
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{
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amount--;
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amount -= int(victim.vel.length()/10);
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}
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amount -= int(abs(actor.deltaangle(victim.angle,oangle))/30);
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oangle = victim.angle;
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}
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if ( (victim is 'UNapalm') && victim.InStateSequence(victim.CurState,victim.FindState("XDeath")) )
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amount = min(amount-3,100);
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if ( amount < -30 )
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{
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Destroy();
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return;
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}
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if ( amount <= 0 ) return;
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if ( cnt > 0 ) cnt--;
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else
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{
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cnt = 10;
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if ( victim.bSHOOTABLE && (victim.Health > 0) )
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if ( victim.bSHOOTABLE && (victim.Health > 0) && (amount > 0) )
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victim.DamageMobj(instigator.FindInventory("UFlamethrower"),instigator,max(1,int(amount*(victim.bBOSS?0.05:0.15))),'Fire',DMG_THRUSTLESS);
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if ( !victim )
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{
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@ -81,17 +91,24 @@ Class OnFire : Thinker
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if ( level.maptime%5 ) return;
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int numpt = clamp(int(Random[FlameT](2,4)*amount*0.02),1,4);
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double mult = max(victim.radius,victim.height)/30.;
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numpt = int(max(1,numpt*mult));
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numpt = int(max(1,numpt*mult**.5));
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pos = victim.Vec3Offset(FRandom[FlameT](-victim.radius,victim.radius)*0.8,FRandom[FlameT](-victim.radius,victim.radius)*0.8,FRandom[FlameT](victim.height*0.2,victim.height*0.8));
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double ang = FRandom[FlameT](0,360);
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double pt = FRandom[FlameT](-90,90);
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if ( amount > 0 )
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{
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let c = victim.Spawn("UFlameTrail",pos);
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c.scale *= max(1.,mult*0.35);
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c.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.5,2);
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c.scale *= max(.3,mult*0.5);
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c.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.5,2.)*c.scale.x;
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}
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if ( !sting_flametspread && !forcespread ) return;
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let s = victim.Spawn("UTSmoke",pos);
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s.scale *= max(1.,1.6*mult);
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s.alpha *= min(amount+30,100)*0.02;
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s.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.2,.6)*s.scale.x;
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}
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if ( (!sting_flametspread && !forcespread) || (amount <= 0) ) return;
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// spread to nearby actors
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let bt = BlockThingsIterator.Create(victim);
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while ( bt.Next() )
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@ -104,10 +121,10 @@ Class OnFire : Thinker
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}
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}
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static void Apply( Actor victim, Actor instigator, int amount, bool forcespread = false, int delay = 0 )
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static OnFire Apply( Actor victim, Actor instigator, int amount, bool forcespread = false, int delay = 0 )
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{
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if ( amount <= 0 ) return;
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if ( victim is 'ShredCorpseHitbox' ) return;
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if ( amount <= 0 ) return null;
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if ( victim is 'ShredCorpseHitbox' ) return null;
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let ti = ThinkerIterator.Create("OnFire",STAT_USER);
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OnFire t;
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while ( t = OnFire(ti.Next()) )
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@ -115,20 +132,21 @@ Class OnFire : Thinker
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if ( t.victim != victim ) continue;
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if ( instigator ) t.instigator = instigator;
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t.amount = min(500,t.amount+amount);
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t.cnt = min(t.cnt,3);
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return;
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t.cnt = min(t.cnt,5);
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return t;
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}
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t = new("ONFire");
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t.ChangeStatNum(STAT_USER);
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t.victim = victim;
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t.instigator = instigator;
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t.amount = amount;
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t.amount = min(500,amount);
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t.cnt = 1;
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// for napalm gel
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t.forcespread = forcespread;
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t.delay = delay;
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t.lite = Actor.Spawn("OnFireLight",victim.pos);
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OnFireLight(t.lite).of = t;
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return t;
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}
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static bool IsOnFire( Actor victim )
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@ -155,10 +173,10 @@ Class UFlameLight : PaletteLight
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override void Tick()
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{
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Super.Tick();
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Args[0] /= 5;
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Args[1] /= 5;
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Args[2] /= 5;
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Args[3] += 4;
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Args[0] /= 10;
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Args[1] /= 10;
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Args[2] /= 10;
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Args[3] += 3;
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if ( !target || (target.waterlevel > 0) )
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{
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Destroy();
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@ -188,26 +206,35 @@ Class UFlame : Actor
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else
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{
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vel *= 0.98;
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vel.z += 0.2;
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vel.z += 0.2*abs(scale.x);
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}
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if ( waterlevel > 0 ) bINVISIBLE = true;
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if ( !Random[FlameT](0,int(30*(0.4-alpha))) && (!bINVISIBLE || (waterlevel > 0)) )
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if ( waterlevel > 0 )
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{
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let s = Spawn("UTSmoke",pos+vel);
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let s = Spawn("UTSmoke",pos);
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s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
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s.vel += vel*0.2;
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s.alpha *= 0.4;
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s.scale *= 2.5;
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s.vel += vel*0.6;
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s.alpha *= alpha*4;
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s.scale = scale*(.5+GetAge()/6.);
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Destroy();
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return;
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}
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if ( !Random[FlameT](0,int(40*(default.alpha-alpha))) )
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{
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let s = Spawn("UTSmoke",pos);
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s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
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s.vel += vel*0.6;
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s.alpha *= alpha*4;
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s.scale = scale*(.5+GetAge()/6.);
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}
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if ( bAMBUSH ) return;
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if ( Random[FlameT](0,int(12*(0.5-alpha))) ) return;
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double rad = 60+80*int(0.4-alpha);
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if ( Random[FlameT](0,int(20*((default.alpha+0.1)-alpha))) ) return;
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double rad = 60+120*int(0.2-alpha);
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let bt = BlockThingsIterator.Create(self,rad);
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while ( bt.Next() )
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{
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let t = bt.Thing;
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if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == tracer) || ((t == master) && (GetAge() < 6)) || (Distance3D(t) > rad+t.radius) ) continue;
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int amt = max(1,int(alpha*15));
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int amt = max(1,int(alpha*10));
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OnFire.Apply(t,master,amt);
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}
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}
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@ -217,7 +244,7 @@ Class UFlame : Actor
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Speed 20;
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Radius 4;
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Height 4;
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Alpha 0.4;
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Alpha 0.2;
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Scale 0.1;
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+NOBLOCKMAP;
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+NOGRAVITY;
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@ -237,7 +264,7 @@ Class UFlame : Actor
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{
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A_Flame();
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A_SetScale(scale.x*1.08);
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A_FadeOut(0.01);
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A_FadeOut(0.005);
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}
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Stop;
|
||||
}
|
||||
|
|
@ -266,6 +293,7 @@ Class UFlameTrail : UFlame
|
|||
A_Flame();
|
||||
A_SetScale(scale.x*0.98);
|
||||
A_FadeOut(0.01);
|
||||
vel.z += 0.1;
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
|
|
@ -273,6 +301,460 @@ Class UFlameTrail : UFlame
|
|||
|
||||
Class UNapalm : Actor
|
||||
{
|
||||
enum EHitType
|
||||
{
|
||||
HIT_NONE,
|
||||
HIT_WALL,
|
||||
HIT_CEILING,
|
||||
HIT_FLOOR
|
||||
};
|
||||
int hittype;
|
||||
int deadtimer, dttimer;
|
||||
Line atline;
|
||||
int atside;
|
||||
int atpart;
|
||||
int atplane;
|
||||
Sector atsector;
|
||||
double atz;
|
||||
double rollvel, pitchvel, yawvel;
|
||||
Vector3 normal;
|
||||
Actor atbridge;
|
||||
bool onbridge;
|
||||
Vector3 atbridgeofs;
|
||||
OnFire myfire;
|
||||
Actor lasthit;
|
||||
|
||||
override void PostBeginPlay()
|
||||
{
|
||||
Super.PostBeginPlay();
|
||||
vel.z += 3;
|
||||
deadtimer = 105;
|
||||
rollvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
|
||||
pitchvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
|
||||
yawvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
|
||||
if ( waterlevel <= 0 ) myfire = OnFire.Apply(self,target,int(120*scale.x),true,6);
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
if ( !bNOGRAVITY )
|
||||
{
|
||||
roll += rollvel;
|
||||
pitch += pitchvel;
|
||||
pitch += yawvel;
|
||||
if ( waterlevel > 0 )
|
||||
{
|
||||
vel.xy *= 0.98;
|
||||
rollvel *= 0.98;
|
||||
pitchvel *= 0.98;
|
||||
yawvel *= 0.98;
|
||||
}
|
||||
}
|
||||
if ( !Random[FlameT](0,2) )
|
||||
{
|
||||
Vector3 pvel = (FRandom[FlameT](-1,1),FRandom[FlameT](-1,1),FRandom[FlameT](-1,1)).unit()*FRandom[FlameT](0.2,0.4);
|
||||
let s = Spawn("UTSmoke",pos+normal);
|
||||
s.vel = pvel+vel*0.25+normal*0.5;
|
||||
s.scale *= scale.x;
|
||||
s.alpha *= scale.x;
|
||||
if ( InStateSequence(CurState,FindState("XDeath")) )
|
||||
s.scale *= (12-frame)/12.;
|
||||
}
|
||||
if ( onbridge ) // attempt to follow the movement of the bridge (if it's moving)
|
||||
{
|
||||
if ( atbridge )
|
||||
{
|
||||
if ( !Warp(atbridge,atbridgeofs.x,atbridgeofs.y,atbridgeofs.z,0,WARPF_ABSOLUTEOFFSET|WARPF_USECALLERANGLE|WARPF_COPYINTERPOLATION) )
|
||||
deadtimer = min(deadtimer,0);
|
||||
}
|
||||
else deadtimer = 0;
|
||||
}
|
||||
if ( atline ) // attempt to follow the movement of the line
|
||||
{
|
||||
if ( atpart == 1 )
|
||||
{
|
||||
if ( atline.flags&Line.ML_DONTPEGTOP ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
|
||||
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1)),true);
|
||||
}
|
||||
else if ( atpart == -1 )
|
||||
{
|
||||
if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
|
||||
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0)),true);
|
||||
}
|
||||
else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
|
||||
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
|
||||
if ( (pos.z > ceilingz) || (pos.z < floorz) ) deadtimer = min(deadtimer,0);
|
||||
}
|
||||
else if ( atsector ) // attempt to follow the movement of the plane
|
||||
{
|
||||
SetOrigin(Vec2OffsetZ(0,0,atz+atsector.GetPlaneTexZ(atplane)),true);
|
||||
if ( ceilingz-floorz <= 2 ) deadtimer = min(deadtimer,0);
|
||||
}
|
||||
if ( (deadtimer-- <= 0) && !InStateSequence(CurState,FindState("XDeath")) )
|
||||
SetStateLabel("XDeath");
|
||||
}
|
||||
// align self to what surface was hit
|
||||
// TODO handle plane collision within the very border between two
|
||||
// sectors (most noticeable with moving 3d floors)
|
||||
virtual void AlignSelf()
|
||||
{
|
||||
F3DFloor ff;
|
||||
bINTERPOLATEANGLES = false;
|
||||
bHITOWNER = true;
|
||||
A_NoGravity();
|
||||
A_Stop();
|
||||
A_SetSize(0.1,0);
|
||||
if ( tracer && tracer.bSHOOTABLE ) OnFire.Apply(tracer,target,myfire?myfire.Amount:10);
|
||||
if ( tracer && tracer.bACTLIKEBRIDGE )
|
||||
{
|
||||
atbridge = tracer;
|
||||
onbridge = true;
|
||||
if ( (pos.x+radius) <= (atbridge.pos.x-atbridge.radius) )
|
||||
{
|
||||
// west side
|
||||
normal = (-1,0,0);
|
||||
SetOrigin((atbridge.pos.x-atbridge.radius,pos.y,pos.z),false);
|
||||
atbridgeofs = pos-atbridge.pos;
|
||||
angle = 180;
|
||||
pitch = 0;
|
||||
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else hittype = HIT_WALL;
|
||||
}
|
||||
else if ( (pos.x-radius) >= (atbridge.pos.x+atbridge.radius) )
|
||||
{
|
||||
// east side
|
||||
normal = (1,0,0);
|
||||
SetOrigin((atbridge.pos.x+atbridge.radius,pos.y,pos.z),false);
|
||||
atbridgeofs = pos-atbridge.pos;
|
||||
angle = 0;
|
||||
pitch = 0;
|
||||
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else hittype = HIT_WALL;
|
||||
}
|
||||
else if ( (pos.y+radius) <= (atbridge.pos.y-atbridge.radius) )
|
||||
{
|
||||
// north side
|
||||
normal = (0,-1,0);
|
||||
SetOrigin((pos.x,atbridge.pos.y-atbridge.radius,pos.z),false);
|
||||
atbridgeofs = pos-atbridge.pos;
|
||||
angle = 270;
|
||||
pitch = 0;
|
||||
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else hittype = HIT_WALL;
|
||||
}
|
||||
else if ( (pos.y-radius) >= (atbridge.pos.y+atbridge.radius) )
|
||||
{
|
||||
// south side
|
||||
normal = (0,1,0);
|
||||
SetOrigin((pos.x,atbridge.pos.y+atbridge.radius,pos.z),false);
|
||||
atbridgeofs = pos-atbridge.pos;
|
||||
angle = 90;
|
||||
pitch = 0;
|
||||
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else hittype = HIT_WALL;
|
||||
}
|
||||
else if ( pos.z >= (atbridge.pos.z+atbridge.height) )
|
||||
{
|
||||
// top of actor
|
||||
normal = (0,0,1);
|
||||
SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
|
||||
atbridgeofs = pos-atbridge.pos;
|
||||
pitch = -90;
|
||||
angle = 0;
|
||||
roll = FRandom[FlameT](0,360);
|
||||
hittype = HIT_FLOOR;
|
||||
}
|
||||
else if ( (pos.z+height) <= atbridge.pos.z )
|
||||
{
|
||||
// bottom of actor
|
||||
normal = (0,0,-1);
|
||||
SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
|
||||
pitch = 90;
|
||||
angle = 0;
|
||||
roll = FRandom[FlameT](0,360);
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else hittype = HIT_CEILING;
|
||||
}
|
||||
else
|
||||
{
|
||||
// inside of actor, just shove to the top or bottom based on our Z velocity
|
||||
if ( vel.z <= 0 )
|
||||
{
|
||||
normal = (0,0,1);
|
||||
SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
|
||||
atbridgeofs = pos-atbridge.pos;
|
||||
pitch = -90;
|
||||
angle = 0;
|
||||
roll = FRandom[FlameT](0,360);
|
||||
hittype = HIT_FLOOR;
|
||||
}
|
||||
else
|
||||
{
|
||||
normal = (0,0,-1);
|
||||
SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
|
||||
pitch = 90;
|
||||
angle = 0;
|
||||
roll = FRandom[FlameT](0,360);
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else hittype = HIT_CEILING;
|
||||
}
|
||||
}
|
||||
}
|
||||
else if ( BlockingFloor )
|
||||
{
|
||||
// find closest 3d floor for its normal
|
||||
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
|
||||
{
|
||||
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
|
||||
ff = BlockingFloor.Get3DFLoor(i);
|
||||
break;
|
||||
}
|
||||
if ( ff )
|
||||
{
|
||||
normal = -ff.top.Normal;
|
||||
atsector = ff.model;
|
||||
atplane = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
normal = BlockingFloor.floorplane.Normal;
|
||||
atsector = BlockingFloor;
|
||||
atplane = 0;
|
||||
}
|
||||
pitch = asin(-normal.z);
|
||||
angle = atan2(normal.y,normal.x);
|
||||
roll = FRandom[FlameT](0,360);
|
||||
SetOrigin((pos.x,pos.y,floorz)+normal*0.5,false);
|
||||
atz = pos.z-atsector.GetPlaneTexZ(atplane);
|
||||
hittype = HIT_FLOOR;
|
||||
}
|
||||
else if ( BlockingCeiling )
|
||||
{
|
||||
// find closest 3d floor for its normal
|
||||
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
|
||||
{
|
||||
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
|
||||
ff = BlockingCeiling.Get3DFloor(i);
|
||||
break;
|
||||
}
|
||||
if ( ff )
|
||||
{
|
||||
normal = -ff.bottom.Normal;
|
||||
atsector = ff.model;
|
||||
atplane = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
normal = BlockingCeiling.ceilingplane.Normal;
|
||||
atsector = BlockingCeiling;
|
||||
atplane = 1;
|
||||
}
|
||||
pitch = asin(-normal.z);
|
||||
angle = atan2(normal.y,normal.x);
|
||||
roll = FRandom[FlameT](0,360);
|
||||
SetOrigin((pos.x,pos.y,ceilingz)+normal*0.5,false);
|
||||
atz = pos.z-atsector.GetPlaneTexZ(atplane);
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else if ( normal dot (0,0,-1) > 0.7 )
|
||||
hittype = HIT_CEILING;
|
||||
else hittype = HIT_FLOOR;
|
||||
}
|
||||
else if ( BlockingLine )
|
||||
{
|
||||
atline = BlockingLine;
|
||||
normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
|
||||
atside = 1;
|
||||
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
|
||||
{
|
||||
atside = 0;
|
||||
normal *= -1;
|
||||
}
|
||||
Vector3 orig = (BlockingLine.v1.p.x,BlockingLine.v1.p.y,0);
|
||||
Vector3 onwall = pos-(normal dot (pos-orig))*normal;
|
||||
SetOrigin(onwall+normal*0.5,false);
|
||||
// attempt to guess line part (upper/mid/lower)
|
||||
if ( !atline.sidedef[1] ) atpart = 0; // mid
|
||||
else if ( atline.sidedef[atside?0:1].sector.ceilingplane.ZAtPoint(pos.xy) < pos.z ) atpart = 1; // upper
|
||||
else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > (pos.z+height) ) atpart = -1; // lower
|
||||
else
|
||||
{
|
||||
atpart = 0;
|
||||
// check if we're touching a 3d floor line
|
||||
Sector backsector = atline.sidedef[atside?0:1].sector;
|
||||
for ( int i=0; i<backsector.Get3DFloorCount(); i++ )
|
||||
{
|
||||
if ( backsector.Get3DFloor(i).bottom.ZAtPoint(pos.xy) > (pos.z+height) ) continue;
|
||||
if ( backsector.Get3DFloor(i).top.ZAtPoint(pos.xy) < pos.z ) continue;
|
||||
ff = backsector.Get3DFloor(i);
|
||||
break;
|
||||
}
|
||||
// attach to it
|
||||
if ( ff )
|
||||
{
|
||||
atline = ff.master;
|
||||
atside = 0;
|
||||
}
|
||||
}
|
||||
if ( atpart == 1 )
|
||||
{
|
||||
if ( atline.flags&Line.ML_DONTPEGTOP ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
|
||||
else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1);
|
||||
}
|
||||
else if ( atpart == -1 )
|
||||
{
|
||||
if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
|
||||
else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0);
|
||||
}
|
||||
else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
|
||||
else atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
|
||||
angle = atan2(normal.y,normal.x);
|
||||
pitch = 0;
|
||||
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
||||
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
||||
else hittype = HIT_WALL;
|
||||
}
|
||||
A_PlaySound("napalm/hit",CHAN_BODY,min(1.,scale.x));
|
||||
}
|
||||
action void A_DropDrip()
|
||||
{
|
||||
let d = Spawn("UNapalmSplash",pos+invoker.normal*2*scale.x);
|
||||
d.target = target;
|
||||
d.angle = angle;
|
||||
d.pitch = pitch;
|
||||
d.roll = roll;
|
||||
d.master = self;
|
||||
d.scale = scale*0.5;
|
||||
d.vel.z -= 6;
|
||||
}
|
||||
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
|
||||
{
|
||||
if ( target != lasthit )
|
||||
{
|
||||
OnFire.Apply(target,self.target,myfire?myfire.Amount:1);
|
||||
lasthit = target;
|
||||
}
|
||||
return damage;
|
||||
}
|
||||
Default
|
||||
{
|
||||
Obituary "$O_FLAMETHROWER";
|
||||
DamageFunction 1;
|
||||
DamageType 'Fire';
|
||||
Radius 4;
|
||||
Height 4;
|
||||
Speed 15;
|
||||
Gravity 0.35;
|
||||
PROJECTILE;
|
||||
-NOGRAVITY;
|
||||
+SKYEXPLODE;
|
||||
+EXPLODEONWATER;
|
||||
+FORCERADIUSDMG;
|
||||
+FORCEXYBILLBOARD;
|
||||
+MOVEWITHSECTOR;
|
||||
+NODAMAGETHRUST;
|
||||
+HITTRACER;
|
||||
+INTERPOLATEANGLES;
|
||||
+NOFRICTION;
|
||||
+RIPPER;
|
||||
+BLOODLESSIMPACT;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GELF ABCDEFGHIJKLM 1;
|
||||
Loop;
|
||||
Death:
|
||||
GELH A 1 AlignSelf();
|
||||
GELH BCDEFGHIJ 1;
|
||||
GELH J 1 A_SetTics(Random[FlameT](10,30));
|
||||
GELH J -1
|
||||
{
|
||||
invoker.deadtimer = Random[FlameT](250,300);
|
||||
if ( invoker.hittype == HIT_WALL ) return ResolveState("Slide");
|
||||
else if ( invoker.hittype == HIT_CEILING ) return ResolveState("Drip");
|
||||
return ResolveState(null);
|
||||
}
|
||||
Stop;
|
||||
Drip:
|
||||
GELD ABCDEFGH 4;
|
||||
GELD I 4 A_DropDrip();
|
||||
GELD JKLM 4;
|
||||
GELH J -1;
|
||||
Stop;
|
||||
Slide:
|
||||
GELS ABCDEF 3;
|
||||
GELS G -1;
|
||||
Stop;
|
||||
XDeath:
|
||||
GELX ABCDEFGHIJKL 4;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class UNapalmGlob : UNapalm
|
||||
{
|
||||
int numsplash;
|
||||
|
||||
override void AlignSelf()
|
||||
{
|
||||
Super.AlignSelf();
|
||||
if ( Scale.x > 1 ) numsplash = int(8*Scale.x)-1;
|
||||
}
|
||||
override void OnDestroy()
|
||||
{
|
||||
Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
||||
while ( numsplash > 0 )
|
||||
{
|
||||
for ( int i=0; i<2; i++ )
|
||||
{
|
||||
if ( numsplash-- <= 0 ) return;
|
||||
Vector3 dir = (ofs+(FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8))).unit();
|
||||
A_SetScale(scale.x-0.05);
|
||||
let d = Spawn("UNapalmSplash",pos+ofs*4);
|
||||
d.target = target;
|
||||
d.master = self;
|
||||
d.scale *= FRandom[FlameT](0.5,0.7);
|
||||
d.angle = atan2(dir.y,dir.x);
|
||||
d.pitch = -asin(dir.z);
|
||||
d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[FlameT](0.3,0.5)*scale.x;
|
||||
d.vel.z -= 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
||||
for ( int i=0; i<2; i++ )
|
||||
{
|
||||
if ( numsplash-- <= 0 ) return;
|
||||
Vector3 dir = (ofs+(FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8))).unit();
|
||||
A_SetScale(scale.x-0.05);
|
||||
let d = Spawn("UNapalmSplash",pos+ofs*4);
|
||||
d.target = target;
|
||||
d.master = self;
|
||||
d.scale *= FRandom[FlameT](0.5,0.7);
|
||||
d.angle = atan2(dir.y,dir.x);
|
||||
d.pitch = -asin(dir.z);
|
||||
d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[FlameT](0.3,0.5)*scale.x;
|
||||
d.vel.z -= 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Class UNapalmSplash : UNapalm
|
||||
{
|
||||
override void AlignSelf()
|
||||
{
|
||||
Super.AlignSelf();
|
||||
if ( hittype == HIT_CEILING ) hittype = HIT_FLOOR;
|
||||
}
|
||||
}
|
||||
|
||||
Class UFlamethrower : UnrealWeapon
|
||||
|
|
@ -280,6 +762,10 @@ Class UFlamethrower : UnrealWeapon
|
|||
bool bCharging;
|
||||
double ChargeSize, Count;
|
||||
|
||||
override int, int, bool, bool GetClipAmount()
|
||||
{
|
||||
return bCharging?min(5,int(chargesize+0.1)):-1, -1, false, false;
|
||||
}
|
||||
override Inventory CreateTossable( int amt )
|
||||
{
|
||||
if ( Owner.player && (Owner.player.ReadyWeapon == self) )
|
||||
|
|
@ -318,16 +804,33 @@ Class UFlamethrower : UnrealWeapon
|
|||
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
||||
Vector3 x, y, z, x2, y2, z2;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2.5*y-2*z);
|
||||
Actor p = Spawn("UFlame",origin);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x+2.3*y-2.7*z);
|
||||
for ( int i=0; i<2; i++ )
|
||||
{
|
||||
double a = FRandom[FlameT](0,360), s = FRandom[FlameT](0,.05);
|
||||
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
||||
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||
Actor p = Spawn("UFlame",origin);
|
||||
if ( p.waterlevel > 0 )
|
||||
{
|
||||
p.Destroy();
|
||||
s = FRandom[FlameT](0,.12);
|
||||
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
||||
p = Spawn("UNapalmSplash",origin);
|
||||
p.scale *= 0.2;
|
||||
p.angle = atan2(dir.y,dir.x);
|
||||
p.pitch = asin(-dir.z);
|
||||
p.vel = vel*0.5+(cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[FlameT](0.8,1.4);
|
||||
p.vel = vel*.5+(cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[FlameT](0.3,0.6);
|
||||
p.vel.z -= 3;
|
||||
p.target = self;
|
||||
continue;
|
||||
}
|
||||
p.angle = atan2(dir.y,dir.x);
|
||||
p.pitch = asin(-dir.z);
|
||||
p.vel = vel*.1+(cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[FlameT](0.8,1.4);
|
||||
p.master = self;
|
||||
}
|
||||
}
|
||||
action void A_BeginFlame()
|
||||
{
|
||||
let weap = Weapon(invoker);
|
||||
|
|
@ -368,15 +871,40 @@ Class UFlamethrower : UnrealWeapon
|
|||
}
|
||||
action void A_FireNapalm()
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
invoker.FireEffect();
|
||||
A_AlertMonsters();
|
||||
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
||||
A_Overlay(-9999,"Null");
|
||||
A_WeaponOffset(0,32);
|
||||
A_OverlayOffset(-2,0,0);
|
||||
invoker.bCharging = false;
|
||||
A_PlaySound("flamet/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
||||
A_PlaySound("flamet/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,pitch:max(.5,1.2-invoker.chargesize/10.));
|
||||
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
|
||||
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2.3*y-2.7*z);
|
||||
Actor p = Spawn("UNapalmGlob",origin);
|
||||
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
||||
UTMainHandler.DoSwing(self,(FRandom[FlameT](-0.6,-1.3),FRandom[FlameT](-0.9,-0.2)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2);
|
||||
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;
|
||||
for ( int i=0; i<12; i++ )
|
||||
{
|
||||
let s = Spawn("UTViewSpark",origin);
|
||||
UTViewSpark(s).ofs = (10,2.3,-2.7);
|
||||
s.target = self;
|
||||
UTViewSpark(s).vvel += (FRandom[FlameT](0.8,1.6),FRandom[FlameT](-0.5,0.5),FRandom[FlameT](-0.5,0.5));
|
||||
}
|
||||
invoker.chargesize = 0;
|
||||
}
|
||||
Default
|
||||
{
|
||||
Obituary "$O_FLAMETHROWER";
|
||||
Tag "$T_FLAMETHROWER";
|
||||
Inventory.PickupMessage "$I_FLAMETHROWER";
|
||||
Weapon.UpSound "flamet/select";
|
||||
|
|
|
|||
|
|
@ -477,6 +477,7 @@ Class UBioGel : Actor
|
|||
+NODAMAGETHRUST;
|
||||
+HITTRACER;
|
||||
+INTERPOLATEANGLES;
|
||||
+NOFRICTION;
|
||||
}
|
||||
States
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue