Impaler primary fire and melee mostly implemented.
Smol tweaks.
This commit is contained in:
parent
144935b4d5
commit
2f4dab1600
6 changed files with 223 additions and 10 deletions
|
|
@ -31,6 +31,110 @@ Class ImpalerAmmo2 : ImpalerAmmo
|
|||
}
|
||||
}
|
||||
|
||||
Class ImpalerChunk : StingerChunk
|
||||
{
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() ) return;
|
||||
let c = Spawn("UTSmoke",pos);
|
||||
c.vel = vel*.3;
|
||||
c.SetShade(Color(4,1,3)*Random[Impaler](48,63));
|
||||
c.bBRIGHT = true;
|
||||
c.alpha *= .5*alpha;
|
||||
c.scale *= .5*scale.x;
|
||||
}
|
||||
}
|
||||
|
||||
Class ImpalerBurstLight : PaletteLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
Tag "ImpExpl";
|
||||
Args 0,0,0,50;
|
||||
ReactionTime 15;
|
||||
}
|
||||
}
|
||||
|
||||
Class ImpalerProjectile : Actor
|
||||
{
|
||||
Default
|
||||
{
|
||||
Obituary "$O_IMPALER1";
|
||||
DamageType 'Impaler';
|
||||
Speed 30;
|
||||
Radius 4;
|
||||
Height 4;
|
||||
PROJECTILE;
|
||||
+SKYEXPLODE;
|
||||
+EXPLODEONWATER;
|
||||
+FORCERADIUSDMG;
|
||||
+NODAMAGETHRUST;
|
||||
}
|
||||
action void A_ImpalerHit()
|
||||
{
|
||||
bFORCEXYBILLBOARD = true;
|
||||
scale *= 2.+special1*0.01;
|
||||
A_AlertMonsters();
|
||||
A_SetRenderStyle(1.,STYLE_Add);
|
||||
A_NoGravity();
|
||||
A_Explode(90+special1,120+special1/2);
|
||||
UTMainHandler.DoBlast(self,120+special1/2,40000);
|
||||
A_QuakeEx(2,2,2,5,0,250+special1/2,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120+special1/2,rollintensity:0.2);
|
||||
A_PlaySound("impaler/hit",CHAN_VOICE);
|
||||
A_SprayDecal("WallCrack",20);
|
||||
Spawn("ImpalerBurstLight",pos);
|
||||
double ang, pt;
|
||||
int numpt = Random[Impaler](4,8);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
ang = FRandom[Impaler](0,360);
|
||||
pt = FRandom[Impaler](-90,90);
|
||||
let c = Spawn("ImpalerChunk",pos);
|
||||
c.angle = ang;
|
||||
c.pitch = pt;
|
||||
c.vel = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[Impaler](3,9);
|
||||
}
|
||||
numpt = Random[Impaler](6,12);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
ang = FRandom[Impaler](0,360);
|
||||
pt = FRandom[Impaler](-90,90);
|
||||
let c = Spawn("UTSmoke",pos);
|
||||
c.vel = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[Impaler](.3,.8);
|
||||
c.SetShade(Color(4,1,3)*Random[Impaler](48,63));
|
||||
c.bBRIGHT = true;
|
||||
c.alpha *= .5;
|
||||
}
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
TPRJ A -1;
|
||||
Stop;
|
||||
Death:
|
||||
TNT1 A 0 A_ImpalerHit();
|
||||
TNT1 A 0 A_Jump(256,"Explo1","Explo2","Explo3");
|
||||
Explo1:
|
||||
IEX1 ABCDEFGHIJKLM 1 Bright;
|
||||
Stop;
|
||||
Explo2:
|
||||
IEX2 ABCDEFGHIJKLM 1 Bright;
|
||||
Stop;
|
||||
Explo3:
|
||||
IEX3 ABCDEFGHIJKLM 1 Bright;
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class ImpalerLight : EnforcerLight
|
||||
{
|
||||
Default
|
||||
{
|
||||
args 255,128,224,80;
|
||||
}
|
||||
}
|
||||
|
||||
Class Impaler : UnrealWeapon
|
||||
{
|
||||
int ClipCount;
|
||||
|
|
@ -48,9 +152,24 @@ Class Impaler : UnrealWeapon
|
|||
A_Overlay(-9999,"Null");
|
||||
A_Overlay(-3,"Null");
|
||||
A_Overlay(-2,"Null");
|
||||
A_PlaySound("impaler/fire",CHAN_WEAPON);
|
||||
A_PlaySound("impaler/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
||||
invoker.FireEffect();
|
||||
UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
|
||||
UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
|
||||
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
||||
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
|
||||
invoker.HasGem = false;
|
||||
invoker.ClipCount = -1;
|
||||
Vector3 x, y, z;
|
||||
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-4*z);
|
||||
Actor p = Spawn("ImpalerProjectile",origin);
|
||||
p.angle = angle;
|
||||
p.pitch = BulletSlope();
|
||||
p.roll = FRandom[Impaler](0,360);
|
||||
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
||||
p.target = self;
|
||||
p.special1 = invoker.clipcount*3;
|
||||
}
|
||||
action void A_StartBeam()
|
||||
{
|
||||
|
|
@ -61,6 +180,52 @@ Class Impaler : UnrealWeapon
|
|||
action void A_StopBeam()
|
||||
{
|
||||
}
|
||||
private action bool TryHit( double angle, int dmg )
|
||||
{
|
||||
FTranslatedLineTarget t;
|
||||
double slope = AimLineAttack(angle,DEFMELEERANGE*1.5,t,0.,ALF_CHECK3D);
|
||||
FLineTraceData d;
|
||||
Vector3 x, y, z, origin;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),y*4-z*4);
|
||||
LineTrace(angle,DEFMELEERANGE*1.5,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
|
||||
if ( d.HitType != TRACE_HitNone )
|
||||
{
|
||||
if ( d.HitType == TRACE_HitActor )
|
||||
{
|
||||
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
|
||||
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
|
||||
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
|
||||
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,12000);
|
||||
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
|
||||
if ( !d.HitActor.bNOBLOOD )
|
||||
{
|
||||
d.HitActor.TraceBleed(dmg,invoker);
|
||||
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
|
||||
}
|
||||
}
|
||||
else if ( d.HitType == TRACE_HitWall )
|
||||
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
|
||||
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
|
||||
if ( !d.HitActor || d.HitActor.bNOBLOOD )
|
||||
{
|
||||
A_PlaySound("impaler/wall",CHAN_WEAPON);
|
||||
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
|
||||
p.angle = atan2(d.HitDir.y,d.HitDir.x);
|
||||
p.pitch = asin(-d.HitDir.z);
|
||||
}
|
||||
else A_PlaySound("impaler/flesh",CHAN_WEAPON);
|
||||
A_AlertMonsters();
|
||||
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
action void A_Stab()
|
||||
{
|
||||
UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
|
||||
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return;
|
||||
}
|
||||
override void DoEffect()
|
||||
{
|
||||
Super.DoEffect();
|
||||
|
|
@ -127,8 +292,14 @@ Class Impaler : UnrealWeapon
|
|||
IMPI ABCDEFGH 10;
|
||||
Goto Idle+1;
|
||||
Melee:
|
||||
IMPM A 0 A_Overlay(-9999,"Null");
|
||||
IMPM ABCDEFGHIJ 2;
|
||||
IMPM A 2
|
||||
{
|
||||
A_Overlay(-9999,"Null");
|
||||
A_PlaySound("impaler/stab",CHAN_WEAPON);
|
||||
}
|
||||
IMPM BC 2;
|
||||
IMPM D 2 A_Stab();
|
||||
IMPM EFGHIJ 2;
|
||||
Goto Idle;
|
||||
Fire:
|
||||
IMPF A 0
|
||||
|
|
@ -247,5 +418,12 @@ Class Impaler : UnrealWeapon
|
|||
ZapAltRelease:
|
||||
IMZA QRSTUVWX 2 Bright;
|
||||
Goto ZapIdle;
|
||||
MuzzleFlash:
|
||||
IMFF A 3 Bright
|
||||
{
|
||||
let l = Spawn("ImpalerLight",pos);
|
||||
l.target = self;
|
||||
}
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -28,6 +28,8 @@ Class UnrealBackpack : BackpackItem replaces Backpack
|
|||
if ( !isvalid ) continue;
|
||||
let ammoitem = Ammo(other.FindInventory(type));
|
||||
int amount = GetDefaultByType(type).BackpackAmount;
|
||||
// don't give these at all
|
||||
if ( (amount <= 0) && (GetDefaultByType(type).BackpackMaxAmount == GetDefaultByType(type).MaxAmount) ) continue;
|
||||
// extra ammo in baby mode and nightmare mode
|
||||
if ( !bIgnoreSkill ) amount = int(amount*G_SkillPropertyFloat(SKILLP_AmmoFactor));
|
||||
if ( amount < 0 ) amount = 0;
|
||||
|
|
|
|||
|
|
@ -5,9 +5,9 @@ Class FlameAmmo : Ammo
|
|||
Tag "$T_FLAMEAMMO";
|
||||
Inventory.Icon "I_Napalm";
|
||||
Inventory.PickupMessage "$I_FLAMEAMMO";
|
||||
Inventory.Amount 75;
|
||||
Inventory.Amount 60;
|
||||
Inventory.MaxAmount 450;
|
||||
Ammo.BackpackAmount 0;
|
||||
Ammo.BackpackAmount 30;
|
||||
Ammo.BackpackMaxAmount 900;
|
||||
Ammo.DropAmount 30;
|
||||
}
|
||||
|
|
@ -65,7 +65,7 @@ Class OnFire : Thinker
|
|||
amount--;
|
||||
amount -= int(victim.vel.length()/10);
|
||||
}
|
||||
amount -= int(abs(actor.deltaangle(victim.angle,oangle))/30);
|
||||
if ( victim.player ) amount -= int(abs(actor.deltaangle(victim.angle,oangle))/30);
|
||||
oangle = victim.angle;
|
||||
}
|
||||
if ( (victim is 'UNapalm') && victim.InStateSequence(victim.CurState,victim.FindState("XDeath")) )
|
||||
|
|
@ -146,6 +146,7 @@ Class OnFire : Thinker
|
|||
t.delay = delay;
|
||||
t.lite = Actor.Spawn("OnFireLight",victim.pos);
|
||||
OnFireLight(t.lite).of = t;
|
||||
t.oangle = victim.angle;
|
||||
return t;
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue