Razorjack implemented, along with a couple extra features.

Adjust SCUBA Gear autouse behaviour so it works properly with manual use.
Add 3D floor handling code on various things.
Increased size of Eightball explosions to match original game.
Fix invisibility playing no sound when activated.
This commit is contained in:
Marisa the Magician 2019-09-11 19:35:16 +02:00
commit 3e169dfde6
16 changed files with 538 additions and 33 deletions

View file

@ -26,19 +26,222 @@ Class RazorAmmo : Ammo
Class RazorBlade : Actor
{
Vector3 gvel, accel;
double oldgangle, gangle, oldgpitch, gpitch;
Default
{
Radius 2;
Height 2;
Speed 25;
DamageFunction (int((30+special1*5)*((DamageType=='Decapitated')?3.5:1.0)));
DamageType 'Shredded';
Obituary "$O_RAZORJACK";
BounceType "Hexen";
ReactionTime 5;
BounceFactor 1.0;
WallBounceFactor 1.0;
PROJECTILE;
+USEBOUNCESTATE;
+SKYEXPLODE;
+CANBOUNCEWATER;
+NODAMAGETHRUST;
+DONTBOUNCEONSHOOTABLES;
+ROLLSPRITE;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
let t = Spawn("RazorBladeTrail",pos);
t.target = self;
frame = special1;
if ( special1 > 0 )
{
vel *= 1.+.06+special1;
A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125+special1*.2);
}
else A_PlaySound("ripper/hum",CHAN_VOICE,1.0,true,3.0,pitch:3.125);
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
frame = 0;
gvel = vel;
oldgangle = gangle = angle;
oldgpitch = gpitch = pitch;
}
override int SpecialMissileHit( Actor victim )
{
if ( pos.z > victim.pos.z+victim.height*0.81 ) DamageType = 'Decapitated';
return -1;
}
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
{
if ( !target.bNOBLOOD )
{
target.SpawnBlood(pos,AngleTo(target),damage);
A_PlaySound("ripper/flesh");
A_AlertMonsters();
}
UTMainHandler.DoKnockback(target,vel.unit(),15000);
return damage;
}
void A_RazorAltOrient()
{
if ( !bAMBUSH || !target || !target.player || (target.Health <= 0) ) return;
if ( sting_razoraim )
{
FLineTraceData d;
target.LineTrace(target.angle,10000,target.pitch,0,target.player.viewheight,data:d);
Vector3 SeekingDir = level.Vec3Diff(pos,d.HitLocation).unit();
double MagnitudeVel = Vel.length();
SeekingDir = (SeekingDir*0.1*MagnitudeVel+Vel).unit();
vel = MagnitudeVel * SeekingDir;
accel = SeekingDir * 25.;
vel += accel/TICRATE;
vel = vel.unit()*clamp(MagnitudeVel,10,15);
}
else
{
double dangle, dpitch;
dangle = deltaangle(oldgangle,target.angle);
dpitch = deltaangle(oldgpitch,target.pitch);
gangle += dangle;
gpitch += dpitch;
vel += (cos(gangle)*cos(gpitch),sin(gangle)*cos(gpitch),-sin(gpitch))*15./TICRATE;
double spd = vel.length();
vel = vel*clamp(spd,10,15)/spd;
gvel = vel;
oldgangle = target.angle;
oldgpitch = target.pitch;
}
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
}
action void A_RazorHit()
{
A_PlaySound("ripper/hit");
A_AlertMonsters();
A_SprayDecal("WallCrack",-20);
int numpt = Random[Ripper](5,10);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8),FRandom[Ripper](-.8,.8))).unit()*FRandom[Ripper](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Ripper](128,192));
}
numpt = Random[Ripper](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Ripper](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Ripper](-1,1),FRandom[Ripper](-1,1),FRandom[Ripper](-1,1)).unit()*FRandom[Ripper](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
}
States
{
Spawn:
RAZB # 1 A_RazorAltOrient();
Wait;
Bounce:
RAZB # 0
{
bHITOWNER = true; // technically the Unreal version sets this 0.2 seconds after being fired, but this works better
Vector3 dir = vel.unit();
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
A_RazorHit();
A_CountDown();
}
Goto Spawn;
Death:
TNT1 A 1 A_StopSound(CHAN_VOICE);
Stop;
}
}
Class RazorBladeAlt : RazorBlade
Class RazorBladeTrail : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
Radius 0.1;
Height 0;
}
override void Tick()
{
if ( !target || target.InStateSequence(target.CurState,target.ResolveState("Death")) )
{
A_RemoveLight('RazorLight');
Destroy();
return;
}
SetOrigin(target.pos,true);
angle = target.angle;
pitch = target.pitch;
roll = target.roll;
alpha = min(target.vel.length()/target.speed,1.);
A_AttachLight('RazorLight',DynamicLight.PointLight,Color(2,0,3)*int(80*alpha),80,80);
}
States
{
Spawn:
RAZB A -1 Bright;
Stop;
}
}
Class Razorjack : UnrealWeapon
{
action void A_RazorFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("ripper/fire",CHAN_WEAPON,pitch:bAlt?1.:(1.+invoker.special1*.1));
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,255,0,255),1);
A_AlertMonsters();
A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.08);
if ( bAlt ) UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.6,-0.3),FRandom[Ripper](0.2,0.4)),1,-0.3,2,SWING_Spring,2,2);
else UTMainHandler.DoSwing(self,(FRandom[Ripper](-0.3,0.3),FRandom[Ripper](0.2,0.6)),1,-0.3,2,SWING_Spring,2,2);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = Vec2OffsetZ(0,0,player.viewz);
if ( bAlt ) origin = level.Vec3Offset(origin,x*10-y*4-z*5);
else origin = level.Vec3Offset(origin,x*10-z*9);
Actor p;
p = Spawn("RazorBlade",origin);
if ( bAlt )
{
p.roll = 70;
p.bAMBUSH = true;
}
else p.special1 = invoker.special1;
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;
}
Default
{
Tag "$T_RAZORJACK";
Inventory.PickupMessage "$I_RAZORJACK";
Weapon.UpSound "razorjack/select";
Weapon.UpSound "ripper/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 7;
Weapon.AmmoType "RazorAmmo";
@ -55,5 +258,56 @@ Class Razorjack : UnrealWeapon
Stop;
RZRP B -1;
Stop;
Select:
RZRS A 1 A_Raise(int.max);
Wait;
Ready:
RZRS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
RZS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
Idle:
RZRI ABCDEFGHIJKLMNOPQRSUVWXYZ 2
{
A_CheckReload();
A_WeaponReady();
}
RZI2 ABCDE 2
{
A_CheckReload();
A_WeaponReady();
}
Loop;
Fire:
RZRI A 0
{
invoker.special1 = 0;
return A_JumpIf(sting_razor,"ChargeUp");
}
Release:
RZRF A 0 A_RazorFire();
RZRF ABCDEFGH 2;
Goto Idle;
ChargeUp:
RZRI ABCDEFGHIJKLMNOPQRSUVWXYZ 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZI2 ABCDE 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZRI A 0 { invoker.special1 = 1; }
RZRI ACEGIKMOQSVXZ 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZI2 BD 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZRI A 0 { invoker.special1 = 2; }
RZRI ADGJMPSWZ 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZI2 C 1 A_JumpIf(!(player.cmd.buttons&BT_ATTACK),"Release");
RZRI A 0 { invoker.special1 = 3; }
Goto Release;
AltFire:
RZRA ABCDEFGHIJKL 1;
AltHold:
RZRA M 0 A_RazorFire(true);
RZRA MNOP 4;
RZRA Q 0 A_ReFire("AltHold");
RZRA QRSTU 2;
Goto Idle;
Deselect:
RZRD ABCDEF 1;
RZRD F 1 A_Lower(int.max);
Wait;
}
}