Implemented GES Biorifle.
This commit is contained in:
parent
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7 changed files with 1010 additions and 7 deletions
10
Readme.md
10
Readme.md
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@ -20,8 +20,11 @@ Doom Tournament (currently the devel branch is required).
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- "Hold up to 2 seconds" feature from Unreal Bible
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- Flak Cannon (slot 6) (replaces rocket launcher)
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- Razorjack (slot 7) (replaces chaingun)
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- Razorjack hold fire to increase blade speed (from Unreal Bible)
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- Hold fire to increase blade speed (from Unreal Bible)
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- Make Razorjack altfire actually seek where player is aiming (toggleable)
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- GES Bio Rifle (slot 8) (replaces plasma rifle)
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- "Hold up to 2 seconds" feature from Unreal Bible
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- Biorifle splashes like UT (toggleable)
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- SMP 7243 (slot 0) (replaces bfg9000)
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- Backpack (replaces backpack, identical to Doom Tournament version)
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- Unreal 1 HUD
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@ -55,7 +58,6 @@ Doom Tournament (currently the devel branch is required).
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## In progress
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- GES Bio Rifle (slot 8) (replaces plasma rifle)
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- Rifle (slot 9) (replaces plasma rifle)
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- Minigun (slot 0) (replaces chaingun)
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@ -64,10 +66,6 @@ Doom Tournament (currently the devel branch is required).
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- Unreal Bible & prototype build behaviour restoration
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- Rifle restored rapid fire
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- Rifle restored flashlight
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- Biorifle "Hold up to 2 seconds" feature from Unreal Bible
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- QOL improvements
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- Biorifle splashes like UT (toggleable)
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- Stunner (slot 4) (replaces chainsaw)
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- Razorclaw (slot 1) (replaces chainsaw)
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@ -58,6 +58,221 @@ Model "UBioAmmo2"
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FrameIndex BIOA K 0 10
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FrameIndex BIOA L 0 11
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}
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Model "UBioGel"
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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 "Jflare.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 "UBioSplash"
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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 "Jflare.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 "UBioGlob"
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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 "Jflare.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 "UBioRifle"
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{
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@ -74,3 +289,116 @@ Model "UBioRifle"
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ROTATING
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FrameIndex BIOP A 1 0
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}
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Model "UBioRifle"
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{
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Path "models"
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Model 0 "BRifle_d.3d"
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Skin 0 "JBrifle1.png"
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Scale 0.2 -0.2 0.2
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AngleOffset -90
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Offset 7 -20 -11.5
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// Select
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FrameIndex BIOS A 0 0
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FrameIndex BIOS B 0 1
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FrameIndex BIOS C 0 2
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FrameIndex BIOS D 0 3
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FrameIndex BIOS E 0 4
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FrameIndex BIOS F 0 5
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FrameIndex BIOS G 0 6
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FrameIndex BIOS H 0 7
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FrameIndex BIOS I 0 8
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FrameIndex BIOS J 0 9
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FrameIndex BIOS K 0 10
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FrameIndex BIOS L 0 11
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FrameIndex BIOS M 0 12
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FrameIndex BIOS N 0 13
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FrameIndex BIOS O 0 14
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FrameIndex BIOS P 0 15
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FrameIndex BIOS Q 0 16
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FrameIndex BIOS R 0 17
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FrameIndex BIOS S 0 18
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FrameIndex BIOS T 0 19
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// Idle
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FrameIndex BIOI A 0 20
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// Walk
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FrameIndex BIOW A 0 21
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FrameIndex BIOW B 0 22
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FrameIndex BIOW C 0 23
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FrameIndex BIOW D 0 24
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FrameIndex BIOW E 0 25
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FrameIndex BIOW F 0 26
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FrameIndex BIOW G 0 27
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FrameIndex BIOW H 0 28
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FrameIndex BIOW I 0 29
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FrameIndex BIOW J 0 30
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FrameIndex BIOW K 0 31
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FrameIndex BIOW L 0 32
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FrameIndex BIOW M 0 33
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FrameIndex BIOW N 0 34
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FrameIndex BIOW O 0 35
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FrameIndex BIOW P 0 36
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FrameIndex BIOW Q 0 37
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FrameIndex BIOW R 0 38
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FrameIndex BIOW S 0 39
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FrameIndex BIOW T 0 40
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// Altfire
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FrameIndex BIOA A 0 41
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FrameIndex BIOA B 0 42
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FrameIndex BIOA C 0 43
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FrameIndex BIOA D 0 44
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FrameIndex BIOA E 0 45
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FrameIndex BIOA F 0 46
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FrameIndex BIOA G 0 47
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FrameIndex BIOA H 0 48
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FrameIndex BIOA I 0 49
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FrameIndex BIOA J 0 50
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FrameIndex BIOA K 0 51
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FrameIndex BIOA L 0 52
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FrameIndex BIOA M 0 53
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FrameIndex BIOA N 0 54
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FrameIndex BIOA O 0 55
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FrameIndex BIOA P 0 56
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FrameIndex BIOA Q 0 57
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FrameIndex BIOA R 0 58
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FrameIndex BIOA S 0 59
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FrameIndex BIOA T 0 60
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FrameIndex BIOA U 0 61
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FrameIndex BIOA V 0 62
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FrameIndex BIOA W 0 63
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FrameIndex BIOA X 0 64
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FrameIndex BIOA Y 0 65
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FrameIndex BIOA Z 0 66
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FrameIndex BIA2 A 0 67
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FrameIndex BIA2 B 0 68
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FrameIndex BIA2 C 0 69
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FrameIndex BIA2 D 0 70
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// Fire
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FrameIndex BIOF A 0 71
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FrameIndex BIOF B 0 72
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FrameIndex BIOF C 0 73
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FrameIndex BIOF D 0 74
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FrameIndex BIOF E 0 75
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FrameIndex BIOF F 0 76
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FrameIndex BIOF G 0 77
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FrameIndex BIOF H 0 78
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FrameIndex BIOF I 0 79
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FrameIndex BIOF J 0 80
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// Drip
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FrameIndex BIOT A 0 81
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FrameIndex BIOT B 0 82
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FrameIndex BIOT C 0 83
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FrameIndex BIOT D 0 84
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FrameIndex BIOT E 0 85
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FrameIndex BIOT F 0 86
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FrameIndex BIOT G 0 87
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// Down
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FrameIndex BIOD A 0 88
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FrameIndex BIOD B 0 90
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FrameIndex BIOD C 0 92
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FrameIndex BIOD D 0 94
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FrameIndex BIOD E 0 96
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FrameIndex BIOD F 0 98
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FrameIndex BIOD G 0 100
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}
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Binary file not shown.
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Before Width: | Height: | Size: 47 KiB After Width: | Height: | Size: 73 KiB |
Binary file not shown.
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Before Width: | Height: | Size: 47 KiB After Width: | Height: | Size: 73 KiB |
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@ -178,6 +178,9 @@ eightball/fly brocket
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asmd/vapour vapour
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ges/drip GelDrip
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ges/load GelLoad
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dampener/on dampsnd
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dampener/off dampndea
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@ -42,18 +42,622 @@ Class UBioAmmo2 : UBioAmmo
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Class UBioGel : Actor
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{
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Actor l, b;
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enum EHitType
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{
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HIT_NONE,
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HIT_WALL,
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HIT_CEILING,
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HIT_FLOOR
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};
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int hittype;
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int deadtimer, dttimer;
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Line atline;
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int atside;
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int atpart;
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int atplane;
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Sector atsector;
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double atz;
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double rollvel, pitchvel, yawvel;
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Vector3 normal;
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Actor atbridge;
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bool onbridge;
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Vector3 atbridgeofs;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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vel.z += 3;
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deadtimer = 105;
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A_AttachLight('BioLight',DynamicLight.PointLight,"40FF80",int(8*scale.x),int(8*scale.x));
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rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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pitchvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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yawvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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}
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override int SpecialMissileHit( Actor victim )
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{
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if ( victim == b ) return 1;
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if ( (victim is 'BioHitbox') && ((victim.target == master) || (victim.target.master == master)) ) return 1;
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return -1;
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}
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override void Tick()
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{
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Super.Tick();
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if ( isFrozen() ) return;
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if ( !bNOGRAVITY )
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{
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roll += rollvel;
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pitch += pitchvel;
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pitch += yawvel;
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if ( waterlevel > 0 )
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{
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vel.xy *= 0.98;
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rollvel *= 0.98;
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pitchvel *= 0.98;
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yawvel *= 0.98;
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}
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}
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if ( deadtimer > -2 )
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{
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if ( onbridge ) // attempt to follow the movement of the bridge (if it's moving)
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{
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if ( atbridge )
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{
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if ( !Warp(atbridge,atbridgeofs.x,atbridgeofs.y,atbridgeofs.z,0,WARPF_ABSOLUTEOFFSET|WARPF_USECALLERANGLE|WARPF_COPYINTERPOLATION) )
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deadtimer = min(deadtimer,0);
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}
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else deadtimer = min(deadtimer,0);
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}
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if ( atline ) // attempt to follow the movement of the line
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{
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if ( atpart == 1 )
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{
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if ( atline.flags&Line.ML_DONTPEGTOP ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
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else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1)),true);
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}
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else if ( atpart == -1 )
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{
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if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
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else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0)),true);
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}
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else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
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else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
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if ( (pos.z > ceilingz) || (pos.z < floorz) ) deadtimer = min(deadtimer,0);
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}
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else if ( atsector ) // attempt to follow the movement of the plane
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{
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SetOrigin(Vec2OffsetZ(0,0,atz+atsector.GetPlaneTexZ(atplane)),true);
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if ( ceilingz-floorz <= 2 ) deadtimer = min(deadtimer,0);
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}
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}
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if ( !InStateSequence(CurState,FindState("XDeath")) )
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{
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int numpt;
|
||||
if ( (!bNOGRAVITY && !Random[GES](0,2)) || !Random[GES](0,10) )
|
||||
{
|
||||
numpt = Min(20,int(Scale.x*2))+Random[GES](-1,1);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1,3);
|
||||
Vector3 spos = pos+normal*2*scale.x;
|
||||
let s = Spawn("BioSpark",spos);
|
||||
s.vel = pvel;
|
||||
if ( normal != (0,0,0) ) s.vel += normal*2;
|
||||
}
|
||||
}
|
||||
numpt = Min(3,int(Scale.x*4))+Random[GES](-2,2);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](0.2,0.4);
|
||||
let s = Spawn("UTSmoke",pos+normal);
|
||||
s.vel = pvel+vel*0.25+normal*0.5;
|
||||
s.scale *= scale.x;
|
||||
s.A_SetRenderStyle(0.75,STYLE_AddShaded);
|
||||
if ( Random[GES](0,1) ) s.SetShade("061004");
|
||||
else s.SetShade("061006");
|
||||
}
|
||||
}
|
||||
if ( deadtimer <= -1 ) return;
|
||||
let bi = BlockThingsIterator.Create(self,4*Scale.x);
|
||||
while ( bi.Next() )
|
||||
{
|
||||
if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) || (bi.Thing == target && !bHITOWNER) ) continue;
|
||||
if ( (Distance2D(bi.Thing)-bi.Thing.radius <= 4*Scale.x) && ((bi.Thing.pos.z <= pos.z+4*Scale.x) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-4*Scale.x)) ) deadtimer = 0;
|
||||
}
|
||||
if ( deadtimer-- <= 0 )
|
||||
{
|
||||
deadtimer = -1;
|
||||
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();
|
||||
if ( bAMBUSH )
|
||||
{
|
||||
SetStateLabel("XDeath");
|
||||
return;
|
||||
}
|
||||
A_SetSize(0.1,0);
|
||||
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[GES](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[GES](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[GES](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[GES](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[GES](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[GES](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;
|
||||
}
|
||||
else
|
||||
{
|
||||
SetStateLabel("XDeath");
|
||||
return;
|
||||
}
|
||||
b = Spawn("BioHitbox",pos);
|
||||
b.target = self;
|
||||
A_PlaySound("ges/hit");
|
||||
A_SprayDecal("BioSplat",-172);
|
||||
int numpt = Min(100,int(Scale.x*10))+Random[GES](-5,5);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (normal+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit()*FRandom[GES](3,6);
|
||||
let s = Spawn("BioSpark",pos);
|
||||
s.vel = pvel;
|
||||
}
|
||||
}
|
||||
action void A_DropDrip()
|
||||
{
|
||||
let d = Spawn("UBioSplash",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;
|
||||
}
|
||||
action void A_GelExplode()
|
||||
{
|
||||
A_NoGravity();
|
||||
A_Stop();
|
||||
A_RemoveLight('BioLight');
|
||||
A_SetRenderStyle(1.,STYLE_Add);
|
||||
if ( invoker.b ) invoker.b.Destroy();
|
||||
let s = Spawn("BioXLight",pos);
|
||||
s.args[3] = int(s.args[3]*Scale.x);
|
||||
invoker.deadtimer = -2;
|
||||
if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
|
||||
UTMainHandler.DoBlast(self,Min(175,int(Scale.x*100)),40000*Scale.x);
|
||||
A_Explode(int(40*Scale.x),Min(175,int(Scale.x*100)));
|
||||
A_PlaySound("ges/explode",CHAN_VOICE);
|
||||
int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](3,12);
|
||||
let s = Spawn("BioSpark",pos);
|
||||
s.vel = pvel;
|
||||
}
|
||||
numpt = Min(100,int(Scale.x*10))+Random[GES](-4,4);
|
||||
for ( int i=0; i<numpt; i++ )
|
||||
{
|
||||
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1.2,2.4);
|
||||
let s = Spawn("UTSmoke",pos+invoker.normal*4);
|
||||
s.vel = pvel;
|
||||
s.scale *= 2;
|
||||
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
|
||||
if ( Random[GES](0,1) ) s.SetShade("40FF60");
|
||||
else s.SetShade("60FF40");
|
||||
}
|
||||
}
|
||||
Default
|
||||
{
|
||||
Obituary "$O_BIORIFLE";
|
||||
DamageType 'Slime';
|
||||
Radius 3;
|
||||
Height 3;
|
||||
Speed 11;
|
||||
Gravity 0.25;
|
||||
PROJECTILE;
|
||||
-NOGRAVITY;
|
||||
+SKYEXPLODE;
|
||||
+EXPLODEONWATER;
|
||||
+FORCERADIUSDMG;
|
||||
+FORCEXYBILLBOARD;
|
||||
+MOVEWITHSECTOR;
|
||||
+NODAMAGETHRUST;
|
||||
+HITTRACER;
|
||||
+INTERPOLATEANGLES;
|
||||
}
|
||||
States
|
||||
{
|
||||
Spawn:
|
||||
GELF ABCDEFGHIJKLM 1;
|
||||
Loop;
|
||||
Death:
|
||||
GELH A 1 AlignSelf();
|
||||
GELH BCDEFGHIJ 1;
|
||||
GELH J 1 A_SetTics(Random[GES](10,30));
|
||||
GELH J -1
|
||||
{
|
||||
invoker.deadtimer = Random[GES](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;
|
||||
Crash:
|
||||
XDeath:
|
||||
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_NONE,"Explode");
|
||||
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_WALL,2);
|
||||
GELH J 1 A_SetTics(Random[GES](3,10));
|
||||
Goto Explode;
|
||||
GELS G 1 A_SetTics(Random[GES](3,10));
|
||||
Goto Explode;
|
||||
Explode:
|
||||
TNT1 A 0 A_Jump(255,"Explode1","Explode2","Explode3");
|
||||
Explode1:
|
||||
GEX1 A 1 Bright A_GelExplode();
|
||||
GEX1 BCDEFGHIJK 3 Bright;
|
||||
Stop;
|
||||
Explode2:
|
||||
GEX2 A 1 Bright A_GelExplode();
|
||||
GEX2 BCDEFGHIJK 3 Bright;
|
||||
Stop;
|
||||
Explode3:
|
||||
GEX3 A 1 Bright A_GelExplode();
|
||||
GEX3 BCDEFGHIJK 3 Bright;
|
||||
Stop;
|
||||
Shrivel:
|
||||
GELX ABCDEFGHIJKL 1 Bright; // UNUSED
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
||||
Class UBioGlob : UBioGel
|
||||
{
|
||||
int numsplash;
|
||||
|
||||
override void AlignSelf()
|
||||
{
|
||||
Super.AlignSelf();
|
||||
if ( !bAMBUSH && (Scale.x > 1) ) numsplash = int(4*Scale.x)-1;
|
||||
}
|
||||
override void Tick()
|
||||
{
|
||||
Super.Tick();
|
||||
if ( isFrozen() || !sting_biosplash ) 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[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit();
|
||||
A_SetScale(scale.x-0.15);
|
||||
A_AttachLight('BioLight',DynamicLight.PointLight,"40FF80",int(8*scale.x),int(8*scale.x));
|
||||
let d = Spawn("UBioSplash",pos+ofs*4);
|
||||
d.target = target;
|
||||
d.master = self;
|
||||
d.scale *= FRandom[GES](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[GES](0.4,0.6);
|
||||
d.vel.z -= 2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Class UBioSplash : UBioGel
|
||||
{
|
||||
override void AlignSelf()
|
||||
{
|
||||
Super.AlignSelf();
|
||||
if ( hittype == HIT_CEILING ) hittype = HIT_FLOOR;
|
||||
}
|
||||
}
|
||||
|
||||
Class UBioRifle : UnrealWeapon
|
||||
{
|
||||
double chargesize, count;
|
||||
bool bCharging;
|
||||
|
||||
action void A_BioFire( bool bAlt = false )
|
||||
{
|
||||
Weapon weap = Weapon(invoker);
|
||||
if ( !weap ) return;
|
||||
if ( !bAlt )
|
||||
{
|
||||
if ( weap.Ammo1.Amount <= 0 ) return;
|
||||
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
||||
}
|
||||
invoker.chargesize = min(invoker.chargesize,4.9);
|
||||
if ( bAlt ) A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.,pitch:max(.5,1.35-invoker.chargesize/8.));
|
||||
else A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.);
|
||||
invoker.FireEffect();
|
||||
UTMainHandler.DoFlash(self,Color(48,0,255,0),1);
|
||||
A_AlertMonsters();
|
||||
if ( bAlt ) 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);
|
||||
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
||||
Vector3 x, y, z;
|
||||
double a, s;
|
||||
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
||||
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-5*z);
|
||||
Actor p;
|
||||
if ( bAlt )
|
||||
{
|
||||
p = Spawn("UBioGlob",origin);
|
||||
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
||||
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2);
|
||||
}
|
||||
else
|
||||
{
|
||||
p = Spawn("UBioGel",origin);
|
||||
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),2,-0.5,2,SWING_Spring,2,2);
|
||||
}
|
||||
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("UTViewSmoke",origin);
|
||||
UTViewSmoke(s).ofs = (10,4,-5);
|
||||
s.scale *= 2.0;
|
||||
s.target = self;
|
||||
if ( Random[GES](0,1) ) s.SetShade("40FF60");
|
||||
else s.SetShade("60FF40");
|
||||
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
|
||||
UTViewSmoke(s).vvel += (FRandom[GES](0.8,1.6),FRandom[GES](-0.5,0.5),FRandom[GES](-0.5,0.5));
|
||||
}
|
||||
}
|
||||
action void A_ChargeUp()
|
||||
{
|
||||
let weap = Weapon(invoker);
|
||||
if ( (invoker.chargesize < 4.9) && (weap.Ammo1.Amount > 0) )
|
||||
{
|
||||
invoker.chargesize += 1./TICRATE;
|
||||
invoker.count += 1./TICRATE;
|
||||
if ( invoker.count > 1. )
|
||||
{
|
||||
weap.DepleteAmmo(weap.bAltFire,true,1);
|
||||
invoker.count = 0;
|
||||
}
|
||||
}
|
||||
if ( !(player.cmd.buttons&BT_ALTATTACK) )
|
||||
player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease"));
|
||||
}
|
||||
action void A_BeginCharge()
|
||||
{
|
||||
let weap = Weapon(invoker);
|
||||
invoker.bCharging = true;
|
||||
weap.DepleteAmmo(weap.bAltFire,true,1);
|
||||
invoker.count = invoker.chargesize = 0;
|
||||
A_PlaySound("ges/load",CHAN_WEAPON,Dampener.Active(self)?.13:1.,true);
|
||||
A_Overlay(-9999,"Dummy2");
|
||||
}
|
||||
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
|
||||
{
|
||||
if ( bCharging ) return true;
|
||||
return Super.CheckAmmo(fireMode,autoSwitch,requireAmmo,ammocount);
|
||||
}
|
||||
Default
|
||||
{
|
||||
Tag "$T_BIORIFLE";
|
||||
|
|
@ -75,5 +679,74 @@ Class UBioRifle : UnrealWeapon
|
|||
Stop;
|
||||
BIOP B -1;
|
||||
Stop;
|
||||
Select:
|
||||
BIOS A 1 A_Raise(int.max);
|
||||
Wait;
|
||||
Ready:
|
||||
BIOS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
|
||||
Goto Idle;
|
||||
Dummy:
|
||||
TNT1 A 1
|
||||
{
|
||||
A_CheckReload();
|
||||
A_WeaponReady();
|
||||
// that's a long-ass if
|
||||
if ( player.FindPSprite(PSP_WEAPON).CurState.InStateSequence(invoker.FindState("Idle")) && (player.cmd.forwardmove || player.cmd.sidemove) && (player.vel.length() > 0.5) )
|
||||
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Sway"));
|
||||
}
|
||||
Wait;
|
||||
Idle:
|
||||
#### # 4 A_Overlay(-9999,"Dummy"); // little hackeroo to make this more responsive
|
||||
BIOI A 1 A_Jump(80,"Drip");
|
||||
BIOI A -1;
|
||||
Stop;
|
||||
Sway:
|
||||
#### # 3;
|
||||
BIOW ABCDEFGHIJKLMNOPQRS 3 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),"Idle");
|
||||
Goto Sway+1;
|
||||
Drip:
|
||||
#### # 4;
|
||||
BIOT ABC 6;
|
||||
BIOT D 6 A_PlaySound("ges/drip",CHAN_ITEM,Dampener.Active(self)?.05:.5);
|
||||
BIOT EFG 6;
|
||||
BIOI A 4;
|
||||
Goto Idle;
|
||||
Fire:
|
||||
BIOF A 0
|
||||
{
|
||||
A_Overlay(-9999,"Null");
|
||||
A_BioFire();
|
||||
}
|
||||
BIOF ABCDEFGHIJ 1;
|
||||
Goto Idle;
|
||||
Dummy2:
|
||||
TNT1 A 1 A_ChargeUp();
|
||||
Wait;
|
||||
AltFire:
|
||||
#### # 2 A_BeginCharge();
|
||||
BIOA ABCDEFGHIJKLMNOPQRSTUVWXYZ 6;
|
||||
BIA2 ABC 6;
|
||||
BIA2 D 0 A_JumpIf(sting_bhold,1);
|
||||
Goto AltRelease;
|
||||
BIA2 D 3;
|
||||
BIA2 CBA 6;
|
||||
BIOA ZYXWVUT 6;
|
||||
BIOA S 0;
|
||||
Goto AltRelease;
|
||||
AltRelease:
|
||||
#### # 1
|
||||
{
|
||||
A_Overlay(-9999,"Null");
|
||||
if ( self is 'UTPlayer' )
|
||||
UTPlayer(self).PlayAttacking3();
|
||||
A_BioFire(true);
|
||||
}
|
||||
BIOF ABCDEFGHIJ 2;
|
||||
Goto Idle;
|
||||
Deselect:
|
||||
BIOD A 0 A_Overlay(-9999,"Null");
|
||||
BIOD ABCDEF 1;
|
||||
BIOD G 1 A_Lower(int.max);
|
||||
Wait;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -233,7 +233,8 @@ Class UPlayer : UTPlayer
|
|||
let psp = player.FindPSprite(PSP_WEAPON);
|
||||
if ( ((player.ReadyWeapon is 'UBioRifle') && (player.buttons&BT_ALTATTACK))
|
||||
|| (player.ReadyWeapon is 'Eightball')
|
||||
|| ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging) )
|
||||
|| ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging)
|
||||
|| ((player.ReadyWeapon is 'UBioRifle') && UBioRifle(player.ReadyWeapon).bCharging) )
|
||||
{
|
||||
if ( !InStateSequence(CurState,FindState("MissileRepStill")) )
|
||||
SetStateLabel("MissileRepStill");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue