Implemented Autocannon.
Assortment of tweaks to other things.
This commit is contained in:
parent
f6ed8c5281
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).
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- Quadshot (slot 3) (replaces shotguns)
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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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- Backpack (replaces backpack, identical to Doom Tournament version)
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- Unreal 1 HUD
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- Translator (has to be spawned in, since it would only be useful for mappers)
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@ -73,7 +74,6 @@ Doom Tournament (currently the devel branch is required).
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- Fireblaster (slot 5) (replaces rocket launcher)
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- Flamethrower (slot 6) (replaces plasma rifle)
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- Impaler (slot 7) (replaces plasma rifle)
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- Autocannon (slot 0) (replaces bfg9000)
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## Planned
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9
decaldef.txt
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9
decaldef.txt
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@ -0,0 +1,9 @@
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decal SmallRocketBlast
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{
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pic rcktblst
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shade "00 00 00"
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x-scale 0.2
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y-scale 0.2
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randomflipx
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randomflipy
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}
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Binary file not shown.
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Before Width: | Height: | Size: 2.8 KiB After Width: | Height: | Size: 2.8 KiB |
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@ -104,7 +104,7 @@ Model "BigGun"
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SurfaceSkin 0 1 "Automa1.png"
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AngleOffset -85
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Scale 0.1 -0.05 0.1
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Offset 7 -10 -3
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Offset 8 -15 -4
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// Still
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FrameIndex BIGI A 0 0
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@ -1,14 +1,26 @@
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Model "SMiniShell"
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{
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Path "models"
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Model 0 "SShell_d.3d"
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Skin 0 "jsshell.png"
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PitchOffset 90
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PITCHFROMMOMENTUM
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Scale -0.048 0.02 0.02
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FrameIndex SMIS A 0 0
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}
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Model "SMiniGun"
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{
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Path "models"
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Model 1 "SMiniPick_d.3d"
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Skin 1 "Minigun_.png"
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ZOffset 9
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Scale 0.15 0.15 0.18
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ZOffset 12
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Scale 0.18 0.18 0.216
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FrameIndex SMIP B 1 0
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ZOffset 12
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ZOffset 15
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ROTATING
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FrameIndex SMIP A 1 0
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}
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@ -16,11 +28,50 @@ Model "SMiniGun"
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Model "SMiniGun"
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{
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Path "models"
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Model 0 "SMinigun_d.3d"
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Skin 0 "Minigun.png"
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Model 2 "Flat_d.3d"
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Skin 2 "SMinMuz.png"
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AngleOffset 90
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PitchOffset 90
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Scale 0.1 0.1 0.1
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Offset 8 -60 -7
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FrameIndex SMMF A 2 0
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Offset 12 -60 -7
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FrameIndex SMMF B 2 0
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Offset 6 -60 -12
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FrameIndex SMMF C 2 0
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Offset 14 -60 -12
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FrameIndex SMMF D 2 0
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Scale 0.15 0.15 0.15
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Offset 10 -60 -8
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FrameIndex SMMF E 2 0
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}
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Model "SMiniGun"
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{
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Path "models"
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Model 3 "SMinigun_d.3d"
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SurfaceSkin 3 0 "ShockSm.png"
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AngleOffset 180
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Scale 0.1 -0.08 0.1
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Offset 6 -18 -10
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Scale 0.12 -0.08 0.12
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Offset 6 -18 -12
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DONTCULLBACKFACES
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FrameIndex SMIR A 3 54
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FrameIndex SMIR B 3 55
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FrameIndex SMIR C 3 56
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FrameIndex SMIR D 3 57
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}
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Model "SMiniGun"
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{
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Path "models"
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Model 0 "SMinigun_d.3d"
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SurfaceSkin 0 1 "Minigun.png"
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AngleOffset 180
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Scale 0.12 -0.08 0.12
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Offset 6 -18 -12
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// Down
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FrameIndex SMID A 0 1
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BIN
models/SShell_a.3d
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BIN
models/SShell_a.3d
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BIN
models/SShell_d.3d
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BIN
models/SShell_d.3d
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BIN
models/jsshell.png
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BIN
models/jsshell.png
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After Width: | Height: | Size: 46 KiB |
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@ -296,6 +296,7 @@ smini/select sminisel
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smini/fire sminione
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smini/altfire sminialt
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smini/endfire sminiend
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smini/explode sminiexp
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translator/event transa3
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BIN
sounds/SMiniExp.ogg
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BIN
sounds/SMiniExp.ogg
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@ -8,7 +8,7 @@ Class BigAmmo : Ammo
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Inventory.Amount 10;
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Inventory.MaxAmount 12;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 24;
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Ammo.BackpackMaxAmount 20;
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Ammo.DropAmount 10;
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Inventory.RespawnTics 2100;
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+INVENTORY.IGNORESKILL;
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@ -131,6 +131,7 @@ Class BigBlast : Actor
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A_Explode(50+special1,150);
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A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
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A_PlaySound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
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A_SprayDecal("RazorBlast",-172);
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UTMainHandler.DoBlast(self,150,80000);
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let r = Spawn("FatRing",pos);
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r.angle = angle;
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@ -364,17 +365,6 @@ Class BigGun : UnrealWeapon
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s.alpha *= 0.6;
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}
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}
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action void A_BigRefire( statelabel flash = null )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap || !player ) return;
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if ( invoker.clipcount <= 0 )
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{
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A_ClearRefire();
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return;
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}
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A_Refire(flash);
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}
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action bool A_BigCheckForReload( bool bDryFire = false )
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{
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let weap = Weapon(invoker);
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@ -481,6 +471,7 @@ Class BigGun : UnrealWeapon
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BIGF DEF 2;
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BIGF G 2 A_Eject();
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BIGF HIJKLMNOP 2;
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BIGI A 0 A_Refire("Fire");
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Goto Idle;
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AltFire:
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BIGF A 0
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@ -495,9 +486,9 @@ Class BigGun : UnrealWeapon
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BIGF DEF 1;
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BIGF G 1 A_Eject();
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BIGF HIJK 1;
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BIGF L 0 A_BigRefire(1);
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BIGF L 0 A_Refire(1);
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Goto AltRelease;
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BIGF L 1;
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BIGF L 1 A_JumpIf(invoker.clipcount<=0,"AltRelease");
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Goto AltHold;
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AltRelease:
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BIGF LMNOP 3;
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@ -515,6 +506,7 @@ Class BigGun : UnrealWeapon
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Reload:
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BIGR A 0
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{
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A_ClearRefire();
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A_Overlay(-9999,"Null");
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UTMainHandler.DoSwing(self,(FRandom[BigGun](0.7,0.3),FRandom[BigGun](0.4,0.3)),3,0,10,SWING_Spring,70,0.8);
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}
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@ -570,6 +562,9 @@ Class BigGun : UnrealWeapon
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BGMF A 2 Bright
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{
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let l = Spawn("SniperLight",pos);
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l.args[0] = 255;
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l.args[1] = 176;
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l.args[2] = 16;
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l.target = self;
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}
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Stop;
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@ -4,9 +4,9 @@ Class SMiniAmmo : Ammo
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{
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Inventory.Icon "I_SMini";
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Inventory.Amount 20;
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Inventory.MaxAmount 40;
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Inventory.MaxAmount 30;
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Ammo.BackpackAmount 0;
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Ammo.BackpackMaxAmount 80;
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Ammo.BackpackMaxAmount 50;
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}
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override bool TryPickup( in out Actor toucher )
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{
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@ -22,8 +22,100 @@ Class SMiniAmmo : Ammo
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}
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}
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Class SMiniBlast : Actor
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Class SMiniXLight : PaletteLight
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{
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Default
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{
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Args 0,0,0,50;
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ReactionTime 15;
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}
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}
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Class SMiniShell : FastProjectile
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{
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Default
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{
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Obituary "$O_EIGHTBALL";
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DamageType 'Shot';
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DamageFunction 150;
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Radius 4;
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Height 4;
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Speed 200;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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+FORCERADIUSDMG;
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+NODAMAGETHRUST;
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+INTERPOLATEANGLES;
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}
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override void Tick()
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{
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Vector3 oldpos = pos;
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Super.Tick();
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if ( isFrozen() || (CurState != FindState("Spawn")) ) return;
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// spawn trail
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Vector3 dir = level.Vec3Diff(oldpos,pos);
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double dist = dir.length();
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dir /= dir.length();
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for ( double d=0; d<dist; d+=20 )
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{
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let s = Spawn("UTSmoke",level.Vec3Offset(oldpos,dir*d));
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](0.3,0.6);
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s.alpha *= 0.4;
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s.scale *= FRandom[ExploS](0.9,1.4);
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s.SetShade(Color(1,1,1)*Random[ExploS](128,255));
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}
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}
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action void A_ShellExplode()
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{
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bFORCEXYBILLBOARD = true;
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A_SetRenderStyle(1.0,STYLE_Add);
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A_NoGravity();
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A_Explode(150,50,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');
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A_QuakeEx(4,4,4,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
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A_PlaySound("smini/explode",CHAN_VOICE,pitch:FRandom[SMini](0.8,1.2));
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A_SprayDecal("SmallRocketBlast");
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UTMainHandler.DoBlast(self,50,20000);
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Scale *= FRandom[ExploS](0.8,1.1);
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Scale.x *= RandomPick[ExploS](-1,1);
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Scale.y *= RandomPick[ExploS](-1,1);
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Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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int numpt = Random[ExploS](20,30);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](1,4);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.alpha *= 0.6;
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s.scale *= FRandom[ExploS](0.9,2.0);
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s.SetShade(Color(1,1,1)*Random[ExploS](128,255));
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}
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numpt = Random[ExploS](10,15);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[ExploS](20,30);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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s.scale *= FRandom[ExploS](0.9,2.7);
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}
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Spawn("SMiniXLight",pos);
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}
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States
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{
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Spawn:
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SMIS A 1 { vel.z -= 0.002*gravity*cursector.gravity*level.gravity; }
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Wait;
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Death:
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TNT1 A 0 A_ShellExplode();
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SMXP ABCDEFGHIJKLMN 1 Bright;
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Stop;
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}
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}
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Class SMiniGun : UnrealWeapon
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@ -71,9 +163,43 @@ Class SMiniGun : UnrealWeapon
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}
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action void A_SMiniFire( bool bAlt = false )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( weap.Ammo1.Amount <= 0 ) return;
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if ( !bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,0,0,255),1);
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A_QuakeEx(2,2,2,bAlt?5:3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
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A_PlaySound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON);
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A_AlertMonsters();
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if ( bAlt )
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{
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A_Overlay(-2,"MuzzleFlashA");
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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}
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else
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{
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if ( invoker.special1 == 1 ) A_Overlay(-2,"MuzzleFlash2");
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else if ( invoker.special1 == 2 ) A_Overlay(-2,"MuzzleFlash3");
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else if ( invoker.special1 == 3 ) A_Overlay(-2,"MuzzleFlash4");
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else A_Overlay(-2,"MuzzleFlash1");
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}
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A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderstyle(-2,STYLE_Add);
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let l = Spawn("SniperLight",pos);
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l.args[0] = 255;
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l.args[1] = 192;
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l.args[2] = 64;
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l.target = self;
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Vector2 basedir = (-0.2,0.);
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if ( bAlt ) invoker.special1 = 0;
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else
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{
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if ( invoker.special1 == 1 ) basedir = (-0.1,-0.2);
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else if ( invoker.special1 == 2 ) basedir = (0.1,0.2);
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else if ( invoker.special1 == 3 ) basedir = (-0.1,0.2);
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else basedir = (0.1,-0.2);
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State which = ResolveState("FireOne");
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if ( invoker.special1 == 1 ) which = ResolveState("FireTwo");
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else if ( invoker.special1 == 2 ) which = ResolveState("FireThree");
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@ -81,15 +207,35 @@ Class SMiniGun : UnrealWeapon
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player.SetPSprite(PSP_WEAPON,which);
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invoker.special1 = (invoker.special1%4)+1;
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}
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A_PlaySound(bAlt?"smini/altfire":"smini/fire",CHAN_WEAPON);
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// TODO everything
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}
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action void A_Cooldown()
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{
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// TODO steam effect
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invoker.special2--;
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if ( invoker.special2 <= 0 )
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player.SetPSprite(PSP_WEAPON,ResolveState("Idle"));
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10.0*x+y*2-z*2);
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for ( int i=0; i<(bAlt?4:1); i++ )
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{
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if ( bAlt && !weap.DepleteAmmo(weap.bAltFire,true,1) ) break;
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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));
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int pos = bAlt?i:invoker.special1;
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origin = level.Vec3Offset(origin,x*(!(pos%2)?-1.5:1.5)+y*(pos<2?1.5:-1.5));
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double a = FRandom[Minigun](0,360), s = FRandom[Minigun](0,bAlt?0.12:0.03);
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[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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vel -= dir*(player.onground?3:1.2);
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vel.z += (player.onground?0.8:.1);
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let p = Spawn("SMiniShell",origin);
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p.angle = atan2(dir.y,dir.x);
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p.pitch = asin(-dir.z);
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p.vel = dir*p.speed;
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p.target = self;
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}
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for ( int i=0; i<20; i++ )
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{
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let s = Spawn("UTStaticViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,2,-2);
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UTViewSmoke(s).vvel += (FRandom[SMini](-0.05,0.5),FRandom[SMini](-0.2,0.2),FRandom[SMini](-0.2,0.2));
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s.target = self;
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s.scale *= 1.8;
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s.alpha *= 0.6;
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}
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}
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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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -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");
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue