Quadshot implemented. Moving on to the other weapons.

This commit is contained in:
Marisa the Magician 2019-09-12 20:28:34 +02:00
commit 6cef6f4ebf
8 changed files with 605 additions and 19 deletions

View file

@ -30,6 +30,7 @@ Doom Tournament (currently the devel branch is required).
- Restored flashlight - Restored flashlight
- Minigun (slot 0) (replaces chaingun) - Minigun (slot 0) (replaces chaingun)
- SMP 7243 (slot 0) (replaces bfg9000) - SMP 7243 (slot 0) (replaces bfg9000)
- Quadshot (slot 3) (replaces shotguns)
- Backpack (replaces backpack, identical to Doom Tournament version) - Backpack (replaces backpack, identical to Doom Tournament version)
- Unreal 1 HUD - Unreal 1 HUD
- Translator (has to be spawned in, since it would only be useful for mappers) - Translator (has to be spawned in, since it would only be useful for mappers)
@ -62,23 +63,26 @@ Doom Tournament (currently the devel branch is required).
## In progress ## In progress
- N/A
## Planned
- Stunner (slot 4) (replaces chainsaw)
- Razorclaw (slot 1) (replaces chainsaw) - Razorclaw (slot 1) (replaces chainsaw)
- Teleport Capsules (slot 1) - Teleport Capsules (slot 1)
- Protomag (slot 2) (replaces pistol) - Protomag (slot 2) (replaces pistol)
- Dual Protomags - Dual Protomags
- Quadshot (slot 3) (replaces shotguns) - Stunner (slot 4) (replaces chainsaw)
- Peacemaker (slot 8) (rare spawn in backpacks)
- Impaler (slot 7) (replaces plasma rifle)
- Flamethrower (slot 6) (replaces plasma rifle)
- Fireblaster (slot 5) (replaces rocket launcher) - Fireblaster (slot 5) (replaces rocket launcher)
- Flamethrower (slot 6) (replaces plasma rifle)
- Impaler (slot 7) (replaces plasma rifle)
- Peacemaker (slot 8) (rare spawn in backpacks)
- Demolisher (slot 9) (replaces bfg9000) - Demolisher (slot 9) (replaces bfg9000)
- Autocannon (slot 0) (replaces bfg9000) - Autocannon (slot 0) (replaces bfg9000)
## Planned
- RTNP add-on
- Monster pack (someday)
- Map pack (maybe? who knows)
## Known bugs ## Known bugs
- N/A - The Quadshot dry-firing and being unable to reload when you have less than 4
shells left is intentional. In theory this shouldn't happen anyway as all
ammo is in multiples of 4. Usually cheats and scripts would cause this.

View file

@ -22,6 +22,23 @@ Model "UShells2"
FrameIndex QAMO A 0 0 FrameIndex QAMO A 0 0
} }
Model "QCasing"
{
Path "models"
Model 0 "QShell_d.3d"
Skin 0 "JQuadAm2.png"
Scale 0.03 -0.03 0.036
AngleOffset 90
ZOffset 1
USEACTORPITCH
USEACTORROLL
DONTCULLBACKFACES
USEROTATIONCENTER
Rotation-Center 0 0 1
FrameIndex PCAS A 0 0
}
Model "Quadshot" Model "Quadshot"
{ {
Path "models" Path "models"
@ -31,9 +48,253 @@ Model "Quadshot"
AngleOffset -90 AngleOffset -90
Scale 0.08 -0.08 0.096 Scale 0.08 -0.08 0.096
FrameIndex QUAP B 1 0 FrameIndex QSPK B 1 0
ZOffset 12 ZOffset 12
ROTATING ROTATING
FrameIndex QUAP A 1 0 FrameIndex QSPK A 1 0
} }
Model "Quadshot"
{
Path "models"
Model 2 "Flat_d.3d"
Skin 2 "QuadMuz.png"
AngleOffset 90
Scale 0.07 0.07 0.07
Offset 9.5 -50 -7
FrameIndex QFLA A 2 0
Scale 0.12 0.12 0.12
Offset 9.5 -50 -8
FrameIndex QFLA B 2 0
}
// Way too many goddamn frames on this even though I actually reduced them
Model "Quadshot"
{
Path "models"
Model 0 "QuadShot_d.3d"
SurfaceSkin 0 0 "GunPick1.png"
SurfaceSkin 0 1 "Automa1.png"
SurfaceSkin 0 2 "JQuadAm1.png"
AngleOffset -90
Scale 0.32 -0.32 0.32
Offset 12 -24 -14
// Idle
FrameIndex QUAI A 0 0
FrameIndex QUAI B 0 1
FrameIndex QUAI C 0 2
FrameIndex QUAI D 0 3
FrameIndex QUAI E 0 4
// Twiddle
FrameIndex QUAT A 0 5
FrameIndex QUAT B 0 6
FrameIndex QUAT C 0 7
FrameIndex QUAT D 0 8
FrameIndex QUAT E 0 9
FrameIndex QUAT F 0 10
FrameIndex QUAT G 0 11
FrameIndex QUAT H 0 12
FrameIndex QUAT I 0 13
FrameIndex QUAT J 0 14
FrameIndex QUAT K 0 15
FrameIndex QUAT L 0 16
FrameIndex QUAT M 0 17
FrameIndex QUAT N 0 18
FrameIndex QUAT O 0 19
FrameIndex QUAT P 0 20
FrameIndex QUAT Q 0 21
FrameIndex QUAT R 0 22
FrameIndex QUAT S 0 23
FrameIndex QUAT T 0 24
FrameIndex QUAT U 0 25
// Select
FrameIndex QUAS A 0 26
FrameIndex QUAS B 0 27
FrameIndex QUAS C 0 28
FrameIndex QUAS D 0 29
FrameIndex QUAS E 0 30
FrameIndex QUAS F 0 31
FrameIndex QUAS G 0 32
FrameIndex QUAS H 0 33
FrameIndex QUAS I 0 34
FrameIndex QUAS J 0 35
FrameIndex QUAS K 0 36
// Down
FrameIndex QUAD A 0 36
FrameIndex QUAD B 0 37
FrameIndex QUAD C 0 38
FrameIndex QUAD D 0 39
FrameIndex QUAD E 0 40
FrameIndex QUAD F 0 41
FrameIndex QUAD G 0 42
FrameIndex QUAD H 0 43
// Fire
FrameIndex QUAF A 0 44
FrameIndex QUAF B 0 45
FrameIndex QUAF C 0 46
FrameIndex QUAF D 0 47
FrameIndex QUAF E 0 48
FrameIndex QUAF F 0 49
FrameIndex QUAF G 0 50
FrameIndex QUAF H 0 51
FrameIndex QUAF I 0 52
FrameIndex QUAF J 0 53
FrameIndex QUAF K 0 54
// Pump
FrameIndex QUAP A 0 54
FrameIndex QUAP B 0 55
FrameIndex QUAP C 0 56
FrameIndex QUAP D 0 57
FrameIndex QUAP E 0 58
FrameIndex QUAP F 0 59
FrameIndex QUAP G 0 60
FrameIndex QUAP H 0 61
FrameIndex QUAP I 0 62
FrameIndex QUAP J 0 63
FrameIndex QUAP K 0 64
FrameIndex QUAP L 0 65
FrameIndex QUAP M 0 66
FrameIndex QUAP N 0 67
FrameIndex QUAP O 0 68
FrameIndex QUAP P 0 69
FrameIndex QUAP Q 0 70
FrameIndex QUAP R 0 71
FrameIndex QUAP S 0 72
FrameIndex QUAP T 0 73
FrameIndex QUAP U 0 74
FrameIndex QUAP V 0 75
FrameIndex QUAP W 0 76
FrameIndex QUAP X 0 77
FrameIndex QUAP Y 0 78
FrameIndex QUAP Z 0 79
FrameIndex QUAP [ 0 80
FrameIndex QUAP \ 0 81
// AltFire
FrameIndex QUAA A 0 82
FrameIndex QUAA B 0 83
FrameIndex QUAA C 0 84
FrameIndex QUAA D 0 85
FrameIndex QUAA E 0 86
FrameIndex QUAA F 0 87
FrameIndex QUAA G 0 88
FrameIndex QUAA H 0 89
FrameIndex QUAA I 0 90
FrameIndex QUAA J 0 91
FrameIndex QUAA K 0 92
FrameIndex QUAA L 0 93
FrameIndex QUAA M 0 94
FrameIndex QUAA N 0 95
FrameIndex QUAA O 0 96
FrameIndex QUAA P 0 97
FrameIndex QUAA Q 0 98
FrameIndex QUAA R 0 99
FrameIndex QUAA S 0 100
// Reload
FrameIndex QUAR A 0 101
FrameIndex QUAR B 0 102
FrameIndex QUAR C 0 103
FrameIndex QUAR D 0 104
FrameIndex QUAR E 0 105
FrameIndex QUAR F 0 106
FrameIndex QUAR G 0 107
FrameIndex QUAR H 0 108
FrameIndex QUAR I 0 109
FrameIndex QUAR J 0 110
FrameIndex QUAR K 0 111
FrameIndex QUAR L 0 112 // open
FrameIndex QUAR M 0 113
FrameIndex QUAR N 0 114
FrameIndex QUAR O 0 115
FrameIndex QUAR P 0 116
FrameIndex QUAR Q 0 117
FrameIndex QUAR R 0 118
FrameIndex QUAR S 0 119
FrameIndex QUAR T 0 120
FrameIndex QUAR U 0 121
FrameIndex QUAR V 0 122 // drop
FrameIndex QUAR W 0 123
FrameIndex QUAR X 0 124
FrameIndex QUAR Y 0 125
FrameIndex QUAR Z 0 126
FrameIndex QUAR [ 0 127
FrameIndex QUAR \ 0 128
FrameIndex QUAR ] 0 129
FrameIndex QUR2 A 0 130
FrameIndex QUR2 B 0 131
FrameIndex QUR2 C 0 132
FrameIndex QUR2 D 0 133
FrameIndex QUR2 E 0 134
FrameIndex QUR2 F 0 135
FrameIndex QUR2 G 0 136
FrameIndex QUR2 H 0 137
FrameIndex QUR2 I 0 138
FrameIndex QUR2 J 0 139
FrameIndex QUR2 K 0 140
FrameIndex QUR2 L 0 141
FrameIndex QUR2 M 0 142
FrameIndex QUR2 N 0 143
FrameIndex QUR2 O 0 144
FrameIndex QUR2 P 0 145
FrameIndex QUR2 Q 0 146
FrameIndex QUR2 R 0 147
FrameIndex QUR2 S 0 148 // load
FrameIndex QUR2 T 0 149
FrameIndex QUR2 U 0 150
FrameIndex QUR2 V 0 151
FrameIndex QUR2 W 0 152
FrameIndex QUR2 X 0 153
FrameIndex QUR2 Y 0 154
FrameIndex QUR2 Z 0 155
FrameIndex QUR2 [ 0 156
FrameIndex QUR2 \ 0 157
FrameIndex QUR2 ] 0 158
FrameIndex QUR3 A 0 159
FrameIndex QUR3 B 0 160
FrameIndex QUR3 C 0 161
FrameIndex QUR3 D 0 162
FrameIndex QUR3 E 0 163
FrameIndex QUR3 F 0 164
FrameIndex QUR3 G 0 165
FrameIndex QUR3 H 0 166
FrameIndex QUR3 I 0 167
FrameIndex QUR3 J 0 168
FrameIndex QUR3 K 0 169
FrameIndex QUR3 L 0 170
FrameIndex QUR3 M 0 171
FrameIndex QUR3 N 0 172
FrameIndex QUR3 O 0 173
FrameIndex QUR3 P 0 174 // load
FrameIndex QUR3 Q 0 175
FrameIndex QUR3 R 0 176
FrameIndex QUR3 S 0 177
FrameIndex QUR3 T 0 178
FrameIndex QUR3 U 0 179
FrameIndex QUR3 V 0 180
FrameIndex QUR3 W 0 181
FrameIndex QUR3 X 0 182
FrameIndex QUR3 Y 0 183
FrameIndex QUR3 Z 0 184
FrameIndex QUR3 [ 0 185
FrameIndex QUR3 \ 0 186
FrameIndex QUR3 ] 0 187
FrameIndex QUR4 A 0 188
FrameIndex QUR4 B 0 189
FrameIndex QUR4 C 0 190
FrameIndex QUR4 D 0 191
FrameIndex QUR4 E 0 192
FrameIndex QUR4 F 0 193 // close
FrameIndex QUR4 G 0 194
FrameIndex QUR4 H 0 195
FrameIndex QUR4 I 0 196
FrameIndex QUR4 J 0 197
FrameIndex QUR4 K 0 198
FrameIndex QUR4 L 0 199
FrameIndex QUR4 M 0 200
FrameIndex QUR4 N 0 201
FrameIndex QUR4 O 0 202
FrameIndex QUR4 P 0 203
FrameIndex QUR4 Q 0 204
}

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@ -229,6 +229,26 @@ umini/fire regf1
umini/altfire altf1 umini/altfire altf1
umini/unwind windd2 umini/unwind windd2
quadshot/select quadsel
quadshot/fire quadfire
quadshot/alt quadalt
quadshot/pump1 qpump1
quadshot/pump2 qpump2
quadshot/open quadopen
quadshot/load1 quadloa1
quadshot/load2 quadloa2
quadshot/load3 quadloa3
quadshot/load4 quadloa4
$random quadshot/load { quadshot/load1 quadshot/load2 quadshot/load3 quadshot/load4 }
quadshot/close quadclos
quadshot/shell1 qshell1
quadshot/shell2 qshell2
quadshot/shell3 qshell3
quadshot/shell4 qshell4
quadshot/shell5 qshell5
quadshot/shell6 qshell6
$random quadshot/shell { quadshot/shell1 quadshot/shell2 quadshot/shell3 quadshot/shell4 quadshot/shell5 quadshot/shell6 }
translator/event transa3 translator/event transa3
detector/start detact detector/start detact

View file

@ -1,3 +1,3 @@
Sprite "QAMOA0",1,1{} Sprite "QAMOA0",1,1{}
Sprite "QUAPA0",1,1{} Sprite "QSPKA0",1,1{}
Sprite "QUASA0",1,1{} Sprite "QUASA0",1,1{}

View file

@ -2,9 +2,9 @@ Class Betamag : UnrealWeapon
{ {
Default Default
{ {
Tag "$T_BETAMAG"; Tag "$T_PROTOMAG";
Inventory.Icon "I_ClipAm"; Inventory.Icon "I_ClipAm";
Inventory.PickupMessage "$I_BETAMAG"; Inventory.PickupMessage "$I_PROTOMAG";
Inventory.MaxAmount 1; Inventory.MaxAmount 1;
Inventory.InterHubAmount 2; Inventory.InterHubAmount 2;
Weapon.UpSound "betamag/select"; Weapon.UpSound "betamag/select";

View file

@ -6,9 +6,9 @@ Class UShells : Ammo
Inventory.Icon "I_ShotSh"; Inventory.Icon "I_ShotSh";
Inventory.PickupMessage ""; Inventory.PickupMessage "";
Inventory.Amount 12; Inventory.Amount 12;
Inventory.MaxAmount 60; Inventory.MaxAmount 48;
Ammo.BackpackAmount 12; Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 120; Ammo.BackpackMaxAmount 96;
Ammo.DropAmount 6; Ammo.DropAmount 6;
} }
override String PickupMessage() override String PickupMessage()
@ -37,10 +37,211 @@ Class UShells2 : UShells
Class QCasing : UCasing Class QCasing : UCasing
{ {
Default
{
BounceSound "quadshot/shell";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
heat = 0.; // no smoke
}
}
Class QuadshotTracer : LineTracer
{
Actor ignoreme;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE )
{
int amt = FlakAccumulator.GetAmount(Results.HitActor);
// getgibhealth isn't clearscope, fuck
int gibhealth = -int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor);
if ( Results.HitActor.GibHealth != int.min ) gibhealth = -abs(Results.HitActor.GibHealth);
// go through actors that are already gibbed
if ( Results.HitActor.health-amt <= gibhealth ) return TRACE_Skip;
return TRACE_Stop;
}
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
return TRACE_Skip;
}
return TRACE_Stop;
}
} }
Class QuadShot : UnrealWeapon Class QuadShot : UnrealWeapon
{ {
int clipcount;
QuadshotTracer t;
action void ProcessTraceHit( Linetracer t )
{
if ( t.Results.HitType == TRACE_HitActor )
{
int dmg = Random[Quadshot](8,12);
FlakAccumulator.Accumulate(t.Results.HitActor,dmg,invoker,self,'shot');
double mm = 2400;
UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2));
if ( t.Results.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",t.Results.HitPos);
p.scale *= FRandom[Quadshot](0.2,0.4);
p.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180;
p.pitch = asin(t.Results.HitVector.z);
}
else
{
t.Results.HitActor.TraceBleed(dmg,self);
t.Results.HitActor.SpawnBlood(t.Results.HitPos,atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180,dmg);
}
}
else if ( t.Results.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.top.Normal;
else hitnormal = t.Results.HitSector.floorplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.bottom.Normal;
else hitnormal = t.Results.HitSector.ceilingplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitWall )
{
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( !t.Results.Side ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",t.Results.HitPos+hitnormal*0.01);
p.scale *= FRandom[Quadshot](0.2,0.4);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( t.Results.HitLine ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
}
action void A_QuadshotFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( bAlt && (invoker.clipcount > 2) )
{
// fall back to normal fire strength
player.SetPSprite(PSP_WEAPON,invoker.FindState("Fire"));
return;
}
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*x+y*2-z*2);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
double a, s;
Vector3 dir;
FLineTraceData d;
if ( bAlt )
{
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("quadshot/alt",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
A_PlaySound("quadshot/alt",CHAN_7,!Dampener.Active(self)?1.:.2);
double spread = (4-invoker.clipcount);
for ( int i=invoker.clipcount; i<4; i++ )
{
for ( int i=0; i<3; i++ )
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](2,4),FRandom[Quadshot](-0.2,0.5),Random[Quadshot](3,4),SWING_Spring,Random[Quadshot](1,6),FRandom[Quadshot](0.8,1.4));
weap.DepleteAmmo(weap.bAltFire,true,1);
for ( int i=0; i<10; i++ )
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.09+0.05*spread);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.Trace(origin,CurSector,dir,10000,0);
ProcessTraceHit(invoker.t);
}
}
vel += (0,0,(0.3+0.3*spread))-x*(1.5+1.1*spread);
invoker.clipcount = 4;
}
else
{
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("quadshot/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
A_PlaySound("quadshot/fire",CHAN_7,!Dampener.Active(self)?1.:.2);
for ( int i=0; i<3; i++ )
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](2,3),FRandom[Quadshot](-0.2,0.5),Random[Quadshot](2,3),SWING_Spring,Random[Quadshot](0,3),FRandom[Quadshot](0.8,1.4));
weap.DepleteAmmo(weap.bAltFire,true,1);
for ( int i=0; i<10; i++ )
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.08);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.Trace(origin,CurSector,dir,10000,0);
ProcessTraceHit(invoker.t);
}
vel += (0,0,0.3)-x*1.5;
invoker.clipcount++;
}
if ( bAlt ) A_Overlay(-2,"MuzzleFlashAlt");
else A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
if ( !Dampener.Active(self) ) A_AlertMonsters();
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
int numpt = bAlt?40:15;
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
UTViewSmoke(s).vvel += (FRandom[Quadshot](-0.05,0.25),FRandom[Quadshot](-0.3,0.3),FRandom[Sniper](-0.3,0.3));
s.target = self;
s.scale *= 1.2;
s.alpha *= 0.4;
}
}
action void A_DropShells()
{
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4-y*8-z*8);
for ( int i=0; i<4; i++ )
{
let c = Spawn("QCasing",origin);
c.vel = x*FRandom[Junk](-1.5,0.25)-y*FRandom[Junk](1,4)-z*FRandom[Junk](1,4);
}
}
action bool A_QuadshotCheckForReload( bool bDryFire = false )
{
let weap = Weapon(invoker);
if ( invoker.clipcount > 3 )
{
if ( weap.Ammo1.Amount > 3 )
{
player.SetPSprite(PSP_WEAPON,invoker.FindState("Reload"));
return true;
}
else if ( bDryFire )
{
player.SetPSprite(PSP_WEAPON,invoker.FindState("DryFire"));
return true;
}
}
return false;
}
Default Default
{ {
Tag "$T_QUADSHOT"; Tag "$T_QUADSHOT";
@ -59,9 +260,109 @@ Class QuadShot : UnrealWeapon
States States
{ {
Spawn: Spawn:
QUAP A -1; QSPK A -1;
Stop; Stop;
QUAP B -1; QSPK B -1;
Stop;
Select:
QUAS A 1 A_Raise(int.max);
Wait;
Ready:
QUAS ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1
{
A_CheckReload();
if ( !A_QuadshotCheckForReload() )
A_WeaponReady();
}
Wait;
Idle:
QUAI A 0 A_Overlay(-9999,"Dummy");
QUAI A 50;
QUAI A 0 A_Jump(40,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2;
QUAT ABCDEFGHIJKLMNOPQRSTU 2;
Goto Idle+1;
Fire:
#### # 1
{
if ( !A_QuadshotCheckForReload(true) )
{
A_Overlay(-9999,"Null");
A_QuadshotFire();
}
}
QUAF ABCDEFGHIJK 1;
Goto Pump;
DryFire:
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("automag/click",CHAN_WEAPON,Dampener.Active(self)?.05:.5);
}
QUAF AJK 2;
Goto Idle;
AltFire:
#### # 1
{
if ( !A_QuadshotCheckForReload(true) )
{
A_Overlay(-9999,"Null");
A_QuadshotFire(true);
}
}
QUAA ABCDEFGHIJKLMNOPQRS 1;
Goto Idle;
Pump:
QUAP ABCD 1;
QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP EFGHIJKLM 1;
QUAP N 0 A_PlaySound("quadshot/pump2",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP NOPQRSTUVWXYZ[\ 1;
QUAP \ 0;
QUAI A 0; // force no tween
Goto Idle;
Reload:
QUAR A 0 A_Overlay(-9999,"Null");
QUAR ABCDEFGHIJK 1;
QUAR L 0 A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
QUAR LMNOPQRSTU 1;
QUAR V 0 A_DropShells();
QUAR VWXYZ[\] 1;
QUR2 ABCDEFGHIJKLMNOPQR 1;
QUR2 S 0 A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
QUR2 STUVWXYZ[\] 1;
QUR3 ABCDEFGHIJKLMNO 1;
QUR3 P 0 A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
QUR3 PQRSTUVWXYZ[\] 1;
QUR4 ABCDE 1;
QUR4 F 0 A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
QUR4 FGHIJKLMNOPQ 1;
QUAI A 0 { invoker.clipcount = 0; }
Goto Idle;
Deselect:
#### # 1 A_Overlay(-9999,"Null");
QUAD ABCDEFG 1;
QUAD G 1 A_Lower(int.max);
Wait;
MuzzleFlash:
QFLA A 3 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
MuzzleFlashAlt:
QFLA B 3 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
l.args[3] += 20;
}
Stop; Stop;
} }
} }