Implemented Autocannon.

Assortment of tweaks to other things.
This commit is contained in:
Marisa the Magician 2019-09-20 19:40:05 +02:00
commit 48994248c2
19 changed files with 316 additions and 54 deletions

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@ -36,6 +36,7 @@ Doom Tournament (currently the devel branch is required).
- Quadshot (slot 3) (replaces shotguns)
- Peacemaker (slot 8) (rare spawn in backpacks)
- Demolisher (slot 9) (replaces bfg9000)
- Autocannon (slot 0) (replaces bfg9000)
- Backpack (replaces backpack, identical to Doom Tournament version)
- Unreal 1 HUD
- Translator (has to be spawned in, since it would only be useful for mappers)
@ -73,7 +74,6 @@ Doom Tournament (currently the devel branch is required).
- Fireblaster (slot 5) (replaces rocket launcher)
- Flamethrower (slot 6) (replaces plasma rifle)
- Impaler (slot 7) (replaces plasma rifle)
- Autocannon (slot 0) (replaces bfg9000)
## Planned

9
decaldef.txt Normal file
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@ -0,0 +1,9 @@
decal SmallRocketBlast
{
pic rcktblst
shade "00 00 00"
x-scale 0.2
y-scale 0.2
randomflipx
randomflipy
}

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@ -104,7 +104,7 @@ Model "BigGun"
SurfaceSkin 0 1 "Automa1.png"
AngleOffset -85
Scale 0.1 -0.05 0.1
Offset 7 -10 -3
Offset 8 -15 -4
// Still
FrameIndex BIGI A 0 0

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@ -1,14 +1,26 @@
Model "SMiniShell"
{
Path "models"
Model 0 "SShell_d.3d"
Skin 0 "jsshell.png"
PitchOffset 90
PITCHFROMMOMENTUM
Scale -0.048 0.02 0.02
FrameIndex SMIS A 0 0
}
Model "SMiniGun"
{
Path "models"
Model 1 "SMiniPick_d.3d"
Skin 1 "Minigun_.png"
ZOffset 9
Scale 0.15 0.15 0.18
ZOffset 12
Scale 0.18 0.18 0.216
FrameIndex SMIP B 1 0
ZOffset 12
ZOffset 15
ROTATING
FrameIndex SMIP A 1 0
}
@ -16,11 +28,50 @@ Model "SMiniGun"
Model "SMiniGun"
{
Path "models"
Model 0 "SMinigun_d.3d"
Skin 0 "Minigun.png"
Model 2 "Flat_d.3d"
Skin 2 "SMinMuz.png"
AngleOffset 90
PitchOffset 90
Scale 0.1 0.1 0.1
Offset 8 -60 -7
FrameIndex SMMF A 2 0
Offset 12 -60 -7
FrameIndex SMMF B 2 0
Offset 6 -60 -12
FrameIndex SMMF C 2 0
Offset 14 -60 -12
FrameIndex SMMF D 2 0
Scale 0.15 0.15 0.15
Offset 10 -60 -8
FrameIndex SMMF E 2 0
}
Model "SMiniGun"
{
Path "models"
Model 3 "SMinigun_d.3d"
SurfaceSkin 3 0 "ShockSm.png"
AngleOffset 180
Scale 0.1 -0.08 0.1
Offset 6 -18 -10
Scale 0.12 -0.08 0.12
Offset 6 -18 -12
DONTCULLBACKFACES
FrameIndex SMIR A 3 54
FrameIndex SMIR B 3 55
FrameIndex SMIR C 3 56
FrameIndex SMIR D 3 57
}
Model "SMiniGun"
{
Path "models"
Model 0 "SMinigun_d.3d"
SurfaceSkin 0 1 "Minigun.png"
AngleOffset 180
Scale 0.12 -0.08 0.12
Offset 6 -18 -12
// Down
FrameIndex SMID A 0 1

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@ -296,6 +296,7 @@ smini/select sminisel
smini/fire sminione
smini/altfire sminialt
smini/endfire sminiend
smini/explode sminiexp
translator/event transa3

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@ -8,7 +8,7 @@ Class BigAmmo : Ammo
Inventory.Amount 10;
Inventory.MaxAmount 12;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 24;
Ammo.BackpackMaxAmount 20;
Ammo.DropAmount 10;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
@ -131,6 +131,7 @@ Class BigBlast : Actor
A_Explode(50+special1,150);
A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
A_PlaySound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
A_SprayDecal("RazorBlast",-172);
UTMainHandler.DoBlast(self,150,80000);
let r = Spawn("FatRing",pos);
r.angle = angle;
@ -364,17 +365,6 @@ Class BigGun : UnrealWeapon
s.alpha *= 0.6;
}
}
action void A_BigRefire( statelabel flash = null )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( invoker.clipcount <= 0 )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
action bool A_BigCheckForReload( bool bDryFire = false )
{
let weap = Weapon(invoker);
@ -481,6 +471,7 @@ Class BigGun : UnrealWeapon
BIGF DEF 2;
BIGF G 2 A_Eject();
BIGF HIJKLMNOP 2;
BIGI A 0 A_Refire("Fire");
Goto Idle;
AltFire:
BIGF A 0
@ -495,9 +486,9 @@ Class BigGun : UnrealWeapon
BIGF DEF 1;
BIGF G 1 A_Eject();
BIGF HIJK 1;
BIGF L 0 A_BigRefire(1);
BIGF L 0 A_Refire(1);
Goto AltRelease;
BIGF L 1;
BIGF L 1 A_JumpIf(invoker.clipcount<=0,"AltRelease");
Goto AltHold;
AltRelease:
BIGF LMNOP 3;
@ -515,6 +506,7 @@ Class BigGun : UnrealWeapon
Reload:
BIGR A 0
{
A_ClearRefire();
A_Overlay(-9999,"Null");
UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0,10,SWING_Spring,70,0.8);
}
@ -570,6 +562,9 @@ Class BigGun : UnrealWeapon
BGMF A 2 Bright
{
let l = Spawn("SniperLight",pos);
l.args[0] = 255;
l.args[1] = 176;
l.args[2] = 16;
l.target = self;
}
Stop;

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@ -4,9 +4,9 @@ Class SMiniAmmo : Ammo
{
Inventory.Icon "I_SMini";
Inventory.Amount 20;
Inventory.MaxAmount 40;
Inventory.MaxAmount 30;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 80;
Ammo.BackpackMaxAmount 50;
}
override bool TryPickup( in out Actor toucher )
{
@ -22,8 +22,100 @@ Class SMiniAmmo : Ammo
}
}
Class SMiniBlast : Actor
Class SMiniXLight : PaletteLight
{
Default
{
Args 0,0,0,50;
ReactionTime 15;
}
}
Class SMiniShell : FastProjectile
{
Default
{
Obituary "$O_EIGHTBALL";
DamageType 'Shot';
DamageFunction 150;
Radius 4;
Height 4;
Speed 200;
+SKYEXPLODE;
+EXPLODEONWATER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+INTERPOLATEANGLES;
}
override void Tick()
{
Vector3 oldpos = pos;
Super.Tick();
if ( isFrozen() || (CurState != FindState("Spawn")) ) return;
// spawn trail
Vector3 dir = level.Vec3Diff(oldpos,pos);
double dist = dir.length();
dir /= dir.length();
for ( double d=0; d<dist; d+=20 )
{
let s = Spawn("UTSmoke",level.Vec3Offset(oldpos,dir*d));
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](0.3,0.6);
s.alpha *= 0.4;
s.scale *= FRandom[ExploS](0.9,1.4);
s.SetShade(Color(1,1,1)*Random[ExploS](128,255));
}
}
action void A_ShellExplode()
{
bFORCEXYBILLBOARD = true;
A_SetRenderStyle(1.0,STYLE_Add);
A_NoGravity();
A_Explode(150,50,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
A_SprayDecal("SmallRocketBlast");
UTMainHandler.DoBlast(self,50,20000);
Scale *= FRandom[ExploS](0.8,1.1);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
int numpt = Random[ExploS](20,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](1,4);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.alpha *= 0.6;
s.scale *= FRandom[ExploS](0.9,2.0);
s.SetShade(Color(1,1,1)*Random[ExploS](128,255));
}
numpt = Random[ExploS](10,15);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](20,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[ExploS](0.9,2.7);
}
Spawn("SMiniXLight",pos);
}
States
{
Spawn:
SMIS A 1 { vel.z -= 0.002*gravity*cursector.gravity*level.gravity; }
Wait;
Death:
TNT1 A 0 A_ShellExplode();
SMXP ABCDEFGHIJKLMN 1 Bright;
Stop;
}
}
Class SMiniGun : UnrealWeapon
@ -71,9 +163,43 @@ Class SMiniGun : UnrealWeapon
}
action void A_SMiniFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,0,0,255),1);
A_QuakeEx(2,2,2,bAlt?5:3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
A_PlaySound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON);
A_AlertMonsters();
if ( bAlt )
{
A_Overlay(-2,"MuzzleFlashA");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
}
else
{
if ( invoker.special1 == 1 ) A_Overlay(-2,"MuzzleFlash2");
else if ( invoker.special1 == 2 ) A_Overlay(-2,"MuzzleFlash3");
else if ( invoker.special1 == 3 ) A_Overlay(-2,"MuzzleFlash4");
else A_Overlay(-2,"MuzzleFlash1");
}
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
let l = Spawn("SniperLight",pos);
l.args[0] = 255;
l.args[1] = 192;
l.args[2] = 64;
l.target = self;
Vector2 basedir = (-0.2,0.);
if ( bAlt ) invoker.special1 = 0;
else
{
if ( invoker.special1 == 1 ) basedir = (-0.1,-0.2);
else if ( invoker.special1 == 2 ) basedir = (0.1,0.2);
else if ( invoker.special1 == 3 ) basedir = (-0.1,0.2);
else basedir = (0.1,-0.2);
State which = ResolveState("FireOne");
if ( invoker.special1 == 1 ) which = ResolveState("FireTwo");
else if ( invoker.special1 == 2 ) which = ResolveState("FireThree");
@ -81,15 +207,35 @@ Class SMiniGun : UnrealWeapon
player.SetPSprite(PSP_WEAPON,which);
invoker.special1 = (invoker.special1%4)+1;
}
A_PlaySound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON);
// TODO everything
}
action void A_Cooldown()
{
// TODO steam effect
invoker.special2--;
if ( invoker.special2 <= 0 )
player.SetPSprite(PSP_WEAPON,ResolveState("Idle"));
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),10.0*x+y*2-z*2);
for ( int i=0; i<(bAlt?4:1); i++ )
{
if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
UTMainHandler.DoSwing(self,basedir+(FRandom[SMini](-0.04,0.04),FRandom[SMini](-0.04,0.04)),FRandom[SMini](3,4),FRandom[SMini](-0.2,0.8),Random[SMini](2,4),SWING_Spring,Random[SMini](3,6),FRandom[SMini](1.5,2.3));
int pos = bAlt?i:invoker.special1;
origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
vel -= dir*(player.onground?3:1.2);
vel.z += (player.onground?0.8:.1);
let p = Spawn("SMiniShell",origin);
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);
p.vel = dir*p.speed;
p.target = self;
}
for ( int i=0; i<20; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
UTViewSmoke(s).vvel += (FRandom[SMini](-0.05,0.5),FRandom[SMini](-0.2,0.2),FRandom[SMini](-0.2,0.2));
s.target = self;
s.scale *= 1.8;
s.alpha *= 0.6;
}
}
Default
{
@ -102,11 +248,10 @@ Class SMiniGun : UnrealWeapon
Weapon.AmmoType "SMiniAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "SMiniAmmo";
Weapon.AmmoUse2 4;
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
+WEAPON.NOAUTOFIRE;
UTWeapon.DropAmmo 4;
}
States
@ -120,7 +265,16 @@ Class SMiniGun : UnrealWeapon
SMIS A 1 A_Raise(int.max);
Wait;
Ready:
SMIS ABCDEFGHI 2 A_WeaponReady(WRF_NOFIRE);
SMIS A 0
{
UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8);
}
SMIS ABC 2 A_WeaponReady(WRF_NOFIRE);
SMIS D 0
{
UTMainHandler.DoSwing(self,(FRandom[SMini](0.2,0.3),FRandom[SMini](-0.8,-1.2)),3,0,4,SWING_Spring,2,2.0);
}
SMIS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1
@ -130,52 +284,104 @@ Class SMiniGun : UnrealWeapon
}
Wait;
Idle:
SMII A 0 A_Overlay(-9999,"Dummy");
#### # 8 A_Overlay(-9999,"Dummy");
SMII ABCDE 20;
Goto Idle+1;
Fire:
SMIF A 0
{
A_Overlay(-9999,"Dummy");
A_Overlay(-9999,"Null");
A_SMiniFire(false);
}
FireOne:
SMIF ABCDEF 2;
SMII A 0 A_Refire("Fire");
SMIF ABC 1;
SMIF DEF 2;
SMII A 0 A_JumpIfNoAmmo("Release");
SMII A 0 A_Refire();
Goto Release;
FireTwo:
SMIF GHIJKL 2;
SMII A 0 A_Refire("Fire");
SMIF GHI 1;
SMIF JKL 2;
SMII A 0 A_JumpIfNoAmmo("Release");
SMII A 0 A_Refire();
Goto Release;
FireThree:
SMIF MNOPQR 2;
SMII A 0 A_Refire("Fire");
SMIF MNO 1;
SMIF PQR 2;
SMII A 0 A_JumpIfNoAmmo("Release");
SMII A 0 A_Refire();
Goto Release;
FireFour:
SMIF STUVWX 2;
SMII A 0 A_Refire("Fire");
SMIF STU 1;
SMIF VWX 2;
SMII A 0 A_JumpIfNoAmmo("Release");
SMII A 0 A_Refire();
Goto Release;
AltFire:
SMIA A 0
{
A_Overlay(-9999,"Dummy");
A_Overlay(-9999,"Null");
A_SMiniFire(true);
}
SMIA ABCDEFGHIJ 3;
SMII A 0 A_Refire("AltFire");
SMIA A 1;
SMIA BCDE 2;
SMIA FGHIJ 3;
SMII A 0 A_JumpIfNoAmmo("Release");
SMII A 0 A_Refire();
Goto Release;
Release:
SMII A 0
{
A_ClearRefire();
A_PlaySound("smini/endfire",CHAN_ITEM);
A_Overlay(2,"Steam");
A_OverlayFlags(2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE|PSPF_ALPHA|PSPF_FORCEALPHA,true);
A_OverlayRenderstyle(2,STYLE_Add);
invoker.special2 = 25;
}
SMII A 1 A_Cooldown();
SMII A 1
{
A_OverlayAlpha(2,25./invoker.special2);
invoker.special2--;
return A_JumpIf(invoker.special2<=0,1);
}
Wait;
SMII A 1 A_Refire();
Goto Idle;
Steam:
SMIR A 3;
SMIR B 16;
SMIR CD 2;
SMIR A 1;
Stop;
Deselect:
#### # 1 A_Overlay(-9999,"Null");
SMID ABCDEF 1;
#### # 1
{
A_Overlay(-9999,"Null");
UTMainHandler.DoSwing(self,(FRandom[SMini](0.4,0.6),FRandom[SMini](-0.4,-0.2)),3,0,4,SWING_Spring,2,2.0);
}
SMID ABC 1;
SMID D 0
{
UTMainHandler.DoSwing(self,(FRandom[SMini](-0.3,-0.2),FRandom[SMini](0.4,0.5)),3,0,4,SWING_Spring,2,1.8);
}
SMID DEF 1;
SMID F 1 A_Lower(int.max);
Wait;
MuzzleFlash1:
SMMF A 3 Bright;
Stop;
MuzzleFlash2:
SMMF B 3 Bright;
Stop;
MuzzleFlash3:
SMMF C 3 Bright;
Stop;
MuzzleFlash4:
SMMF D 3 Bright;
Stop;
MuzzleFlashA:
SMMF E 3 Bright;
Stop;
}
}

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@ -264,7 +264,7 @@ Class UPlayer : UTPlayer
if ( (player.ReadyWeapon is 'Eightball')
|| ((player.ReadyWeapon is 'DispersionPistol') && DispersionPistol(player.ReadyWeapon).bCharging)
|| ((player.ReadyWeapon is 'UBioRifle') && UBioRifle(player.ReadyWeapon).bCharging)
|| (player.ReadyWeapon is 'Razorjack') )
|| (player.ReadyWeapon is 'Razorjack')|| (player.ReadyWeapon is 'Stunner') )
{
if ( !InStateSequence(CurState,FindState("MissileRepStill")) )
SetStateLabel("MissileRepStill");