Razorclaw implemented.

Fix incorrect Autocannon obituary.
This commit is contained in:
Marisa the Magician 2019-09-20 21:02:55 +02:00
commit 93cce0f51f
9 changed files with 291 additions and 4 deletions

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@ -31,6 +31,7 @@ Doom Tournament (currently the devel branch is required).
- Minigun (slot 0) (replaces chaingun)
- SMP 7243 (slot 0) (replaces bfg9000)
- Teleport Capsules (slot 1)
- Razorclaw (slot 1) (replaces chainsaw)
- Protomag (slot 2) (replaces pistol)
- Dual Protomags
- Quadshot (slot 3) (replaces shotguns)
@ -69,7 +70,6 @@ Doom Tournament (currently the devel branch is required).
## In progress
- Razorclaw (slot 1) (replaces chainsaw)
- Stunner (slot 4) (replaces chainsaw)
- Fireblaster (slot 5) (replaces rocket launcher)
- Flamethrower (slot 6) (replaces plasma rifle)

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@ -25,6 +25,8 @@ O_MINIGUN = "%k's Minigun turned %o into a leaky piece of meat.";
O_STUNNER = "%o couldn't stand the force from %k's Stunner.";
O_RAZORCLAW1 = "%k took a bite off %o with the Razorclaw.";
O_RAZORCLAW2 = "%o was shredded into mincemeat by %k's Razorclaw.";
O_RAZORCLAWDECAP1 = "%k tore %o's head off with the Razorclaw.";
O_RAZORCLAWDECAP2 = "%o got %p head sliced off by %k's Razorclaw.";
O_PROTOMAG = "%k put a couple extra holes into %o with the Protomag.";
O_PROTOMAG2 = "%k put a couple extra holes into %o with the Dual Protomags.";
O_QUADSHOT = "%o ate a mouthful of buckshot from %k's Quadshot.";
@ -278,6 +280,8 @@ O_RAZORJACK = "%k arrancó un trozo ensangrentado de %o con el Razorjack.";
O_STUNNER = "%o no pudo soportar la fuerza del Aturdidor de %k.";
O_RAZORCLAW1 = "%k mordisqueó a %o con la Garra Cortadora.";
O_RAZORCLAW2 = "%o fue hech@[ao_esp] picadillo por la Garra Cortadora de %k.";
O_RAZORCLAWDECAP1 = "%k le arrancó la cabeza a %o con la Garra Cortadora.";
O_RAZORCLAWDECAP2 = "%o fue decapitad@[ao_esp] por la Garra Cortadora de %k.";
O_PROTOMAG = "%k le hizo unos cuantos agujeros extra a %o con la Protoarma.";
O_PROTOMAG2 = "%k le hizo unos cuantos agujeros extra a %o con las Dos Protoarmas.";
O_QUADSHOT = "%o tragó un bocado de perdigones del Quadshot de %k.";

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@ -13,3 +13,137 @@ Model "Bonesaw"
ROTATING
FrameIndex CSWP A 1 0
}
Model "Bonesaw"
{
Path "models"
Model 0 "Bonesaw_d.3d"
Skin 0 "JBoneSw1.png"
Scale -0.1 -0.08 0.1
Offset 10 -20 -10
// Down
FrameIndex CSWD A 0 1
FrameIndex CSWD B 0 2
FrameIndex CSWD C 0 3
FrameIndex CSWD D 0 4
FrameIndex CSWD E 0 5
FrameIndex CSWD F 0 6
FrameIndex CSWD G 0 7
FrameIndex CSWD H 0 8
FrameIndex CSWD I 0 9
// Select
FrameIndex CSWS A 0 9
FrameIndex CSWS B 0 10
FrameIndex CSWS C 0 11
FrameIndex CSWS D 0 12
FrameIndex CSWS E 0 13
FrameIndex CSWS F 0 14
FrameIndex CSWS G 0 15
FrameIndex CSWS H 0 16
FrameIndex CSWS I 0 17
// Idle
FrameIndex CSWI A 0 18
FrameIndex CSWI B 0 19
FrameIndex CSWI C 0 20
FrameIndex CSWI D 0 21
FrameIndex CSWI E 0 22
// Twiddle
FrameIndex CSWT A 0 23
FrameIndex CSWT B 0 24
FrameIndex CSWT C 0 25
FrameIndex CSWT D 0 26
FrameIndex CSWT E 0 27
FrameIndex CSWT F 0 28
FrameIndex CSWT G 0 29
FrameIndex CSWT H 0 30
FrameIndex CSWT I 0 31
FrameIndex CSWT J 0 32
FrameIndex CSWT K 0 33
FrameIndex CSWT L 0 34
FrameIndex CSWT M 0 35
// AltFire
FrameIndex CSWA A 0 36
FrameIndex CSWA B 0 37
FrameIndex CSWA C 0 38
FrameIndex CSWA D 0 39
FrameIndex CSWA E 0 40
FrameIndex CSWA F 0 41
FrameIndex CSWA G 0 42
FrameIndex CSWA H 0 43
FrameIndex CSWA I 0 44
FrameIndex CSWA J 0 45
FrameIndex CSWA K 0 46
FrameIndex CSWA L 0 47
FrameIndex CSWA M 0 48
FrameIndex CSWA N 0 49
// Fire
FrameIndex CSWF A 0 50
FrameIndex CSWF B 0 51
FrameIndex CSWF C 0 52
FrameIndex CSWF D 0 53
FrameIndex CSWF E 0 54
FrameIndex CSWF F 0 55
FrameIndex CSWF G 0 56
FrameIndex CSWF H 0 57
FrameIndex CSWF I 0 58
FrameIndex CSWF J 0 59
FrameIndex CSWF K 0 60
FrameIndex CSWF L 0 61
FrameIndex CSWF M 0 62
FrameIndex CSWF N 0 63
FrameIndex CSWF O 0 64
FrameIndex CSWF P 0 65
FrameIndex CSWF Q 0 66
FrameIndex CSWF R 0 67
FrameIndex CSWF S 0 68
FrameIndex CSWF T 0 69
FrameIndex CSWF U 0 70
FrameIndex CSWF V 0 71
FrameIndex CSWF W 0 72
FrameIndex CSWF X 0 73
// Hold
FrameIndex CSWH A 0 74
FrameIndex CSWH B 0 75
FrameIndex CSWH C 0 76
FrameIndex CSWH D 0 77
FrameIndex CSWH E 0 78
FrameIndex CSWH F 0 79
FrameIndex CSWH G 0 80
FrameIndex CSWH H 0 81
FrameIndex CSWH I 0 82
FrameIndex CSWH J 0 83
FrameIndex CSWH K 0 84
FrameIndex CSWH L 0 85
FrameIndex CSWH M 0 86
FrameIndex CSWH N 0 87
FrameIndex CSWH O 0 88
FrameIndex CSWH P 0 89
FrameIndex CSWH Q 0 90
FrameIndex CSWH R 0 91
// Release
FrameIndex CSWR A 0 92
FrameIndex CSWR B 0 93
FrameIndex CSWR C 0 94
FrameIndex CSWR D 0 95
FrameIndex CSWR E 0 96
FrameIndex CSWR F 0 97
FrameIndex CSWR G 0 98
FrameIndex CSWR H 0 99
FrameIndex CSWR I 0 100
FrameIndex CSWR J 0 101
FrameIndex CSWR K 0 102
FrameIndex CSWR L 0 103
FrameIndex CSWR M 0 104
FrameIndex CSWR N 0 105
FrameIndex CSWR O 0 106
FrameIndex CSWR P 0 107
FrameIndex CSWR Q 0 108
FrameIndex CSWR R 0 109
FrameIndex CSWR S 0 110
FrameIndex CSWR T 0 111
FrameIndex CSWR U 0 112
FrameIndex CSWR V 0 113
FrameIndex CSWR W 0 114
FrameIndex CSWR X 0 115
}

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@ -298,6 +298,11 @@ smini/altfire sminialt
smini/endfire sminiend
smini/explode sminiexp
bonesaw/select bsawsel
bonesaw/claw bsawstab
bonesaw/spin bsawloop
bonesaw/spinend bsawend
translator/event transa3
detector/start detact

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@ -41,10 +41,71 @@ Class Bonesaw : UnrealWeapon
Destroy();
}
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( !bAltFire )
return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP2":"$O_RAZORCLAW2");
return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP1":"$O_RAZORCLAW1");
}
private action bool TryHit( double angle, int dmg )
{
FTranslatedLineTarget t;
double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
FLineTraceData d;
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),y*4-z*4);
LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone )
{
if ( d.HitType == TRACE_HitActor )
{
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,-7000);
UTMainHandler.DoKnockback(self,-d.HitDir,-2000);
if ( d.HitActor.player ) d.HitActor.A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
if ( !d.HitActor.bNOBLOOD )
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType == TRACE_HitWall )
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
if ( !d.HitActor || d.HitActor.bNOBLOOD )
{
A_PlaySound("ripper/hit",CHAN_6);
let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else A_PlaySound("ripper/flesh",CHAN_6);
A_AlertMonsters();
if ( invoker.bAltFire ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.13);
else A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
return true;
}
return false;
}
action void A_Slice()
{
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-1,1),FRandom[Bonesaw](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
invoker.special1++;
if ( invoker.special1 < 5 ) return;
invoker.special1 = 0;
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),5) || TryHit(angle-i*(45./16),5) ) return;
}
action void A_Clamp()
{
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),20) || TryHit(angle-i*(45./16),20) ) return;
}
Default
{
Tag "$T_BONESAW";
Inventory.PickupMessage "$I_BONESAW";
Tag "$T_RAZORCLAW";
Inventory.PickupMessage "$I_RAZORCLAW";
Weapon.UpSound "bonesaw/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9;
@ -60,5 +121,88 @@ Class Bonesaw : UnrealWeapon
Stop;
CSWP B -1;
Stop;
Select:
CSWS A 1 A_Raise(int.max);
Wait;
Ready:
CSWS ABCDEFGHI 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1 A_WeaponReady();
Wait;
Idle:
#### # 2 A_Overlay(-9999,"Dummy");
CSWI ABCDE 15 A_Jump(32,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2;
CSWT ABCDEFGHIJKLM 3;
CSWI A 3;
Goto Idle;
Fire:
#### # 2
{
A_Overlay(-9999,"Null");
A_PlaySound("bonesaw/spin",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
invoker.special2 = 0;
}
CSWF ABCDEFGHIJKLMNO 1
{
invoker.special2++;
A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
}
CSWF PQRSTUVWX 1
{
invoker.special2++;
A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
A_Slice();
}
Goto Hold;
Hold:
CSWH A 0 A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
CSWH ABCDEFGHIJKLMNOPQR 1
{
A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
A_Slice();
}
CSWH A 0 A_Refire("Hold");
Goto Release;
Release:
CSWR A 0 A_PlaySound("bonesaw/spinend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
CSWR ABCDEFGHI 1
{
A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
invoker.special2--;
A_Slice();
}
CSWR JKLMNOPQRSTUVWX 1
{
A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
invoker.special2--;
}
Goto Idle;
AltFire:
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("bonesaw/claw",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](-0.2,-0.3)),4,0,8,SWING_Spring,5,0.7);
}
CSWA ABC 2;
CSWA D 0
{
UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](0.8,0.5)),2,0,8,SWING_Spring,2,1.2);
}
CSWA DEF 1;
CSWA G 0 A_Clamp();
CSWA GH 1;
CSWA IJLMN 3;
CSWI A 3;
Goto Idle;
Deselect:
CSWD A 1 A_Overlay(-9999,"Null");
CSWD ABCDEFGHI 1;
CSWD I 1 A_Lower(int.max);
Wait;
}
}

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@ -35,7 +35,7 @@ Class SMiniShell : FastProjectile
{
Default
{
Obituary "$O_EIGHTBALL";
Obituary "$O_SMINI";
DamageType 'Shot';
DamageFunction 150;
Radius 4;