Impaler has been implemented. Beta testing begins.

This commit is contained in:
Marisa the Magician 2019-09-27 00:41:25 +02:00
commit 9a7f7df063
22 changed files with 756 additions and 50 deletions

View file

@ -175,6 +175,8 @@ Class UFireball2 : UFireball
{
Default
{
Radius 8;
Height 8;
DamageFunction 50;
Speed 5;
UFireball.SpreadFactor 0.35;

View file

@ -4,7 +4,7 @@ Class ImpalerAmmo : Ammo
{
Tag "$T_IMPAMMO";
Inventory.Icon "I_Impale";
Inventory.PickupMessage "$T_IMPAMMO";
Inventory.PickupMessage "$I_IMPAMMO";
Inventory.Amount 3;
Inventory.MaxAmount 15;
Ammo.BackpackAmount 3;
@ -24,13 +24,37 @@ Class ImpalerAmmo2 : ImpalerAmmo
Default
{
Tag "$T_IMPAMMO2";
Inventory.PickupMessage "$T_IMPAMMO2";
Inventory.PickupMessage "$I_IMPAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
}
Class ImpalerSpark : PulseSpark
{
States
{
Spawn:
ISPK A 1 Bright
{
A_FadeOut(FRandom[Pulse](0.,.15));
vel *= .96;
}
Wait;
}
}
Class ViewImpalerSpark : ViewPulseSpark
{
States
{
Spawn:
ISPK A 1 Bright A_FadeOut(FRandom[Pulse](0.,.15));
Wait;
}
}
Class ImpalerChunk : StingerChunk
{
override void Tick()
@ -56,6 +80,444 @@ Class ImpalerBurstLight : PaletteLight
}
}
Class ImpalerBoltTracer : LineTracer
{
Actor ignoreme;
Array<HitListEntry> hitlist;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE )
{
let ent = new("HitListEntry");
ent.hitactor = Results.HitActor;
ent.hitlocation = Results.HitPos;
ent.x = Results.HitVector;
hitlist.Push(ent);
}
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 ImpalerBurstBolt : Actor
{
Vector3 nextpos, nextdir;
override void Tick()
{
Super.Tick();
frame++;
if ( frame >= 5 ) frame = 0;
}
action void A_Trace()
{
let t = new("ImpalerBoltTracer");
t.hitlist.Clear();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
t.Trace(pos,CurSector,x,11.125,0);
for ( int i=0; i<t.hitlist.Size(); i++ )
{
UTMainHandler.DoKnockback(t.hitlist[i].hitactor,t.hitlist[i].x,6000);
t.hitlist[i].hitactor.DamageMobj(self,target,3,'Impaler',DMG_THRUSTLESS);
}
Vector3 normal = -t.Results.HitVector, dir = t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitWall )
{
normal = (t.Results.HitLine.delta.y,-t.Results.HitLine.delta.x,0).unit();
if ( t.Results.Side ) normal *= -1;
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,t.Results.HitPos);
dir -= 2*normal*(dir dot normal);
}
else if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.ffloor ) normal = -t.Results.ffloor.top.Normal;
else normal = t.Results.HitSector.floorplane.Normal;
dir -= 2*normal*(dir dot normal);
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.ffloor ) normal = -t.Results.ffloor.bottom.Normal;
else normal = t.Results.HitSector.ceilingplane.Normal;
dir -= 2*normal*(dir dot normal);
}
else
{
// why the fuck
t.Results.HitPos = level.Vec3Offset(pos,x*10.125);
normal *= 0;
}
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.8);
invoker.nextpos = level.Vec3Offset(t.Results.HitPos,normal);
invoker.nextdir = (dir+cos(a)*y*s+sin(a)*z*s).unit();
}
action void A_Spread()
{
Vector3 tdir = level.Vec3Diff(pos,invoker.nextpos);
double tdist = tdir.length();
tdir /= tdist;
for ( int i=2; i<tdist; i+=4 )
{
let s = Spawn("ImpalerSpark",level.Vec3Offset(pos,tdir*i));
s.vel = (FRandom[Impaler](-1,1),FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)).unit()*FRandom[Impaler](.2,.8);
}
if ( special1 > 5 ) return;
let b = Spawn("ImpalerBurstBolt",invoker.nextpos);
b.angle = atan2(invoker.nextdir.y,invoker.nextdir.x);
b.pitch = asin(-invoker.nextdir.z);
b.target = target;
b.special1 = special1+1;
b.frame = frame;
}
Default
{
RenderStyle "Add";
Obituary "$O_IMPALER1";
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+INTERPOLATEANGLES;
+NOTELEPORT;
}
States
{
Spawn:
PBLT A 1 Bright;
PBLT A 1 Bright A_Trace();
PBLT # 1 Bright A_Spread();
PBLT # 1 Bright A_FadeOut();
Wait;
Dummy:
PBLT ABCDE -1;
Stop;
}
}
Class ImpalerBoltHit : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+NOTELEPORT;
Scale 0.3;
}
States
{
Spawn:
#### ABCD 1 Bright;
Loop;
Dummy:
IHIT ABCD -1;
ICAP ABCD -1;
Stop;
}
}
Class ImpalerBolt : Actor
{
const beamsize = 20.25;
ImpalerBoltTracer t;
ImpalerBolt next;
StarterImpalerBolt start;
Vector3 oldx;
Actor weffect;
override void OnDestroy()
{
Super.OnDestroy();
if ( next ) next.Destroy();
if ( weffect ) weffect.Destroy();
A_StopSound(CHAN_BODY);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
t = new("ImpalerBoltTracer");
if ( !(GetClass() is 'StarterImpalerBolt') )
A_PlaySound("impaler/beam",CHAN_BODY,.2,true,2.,pitch:.75);
}
void CheckBeam( Vector3 x )
{
t.HitList.Clear();
if ( bHITOWNER ) t.ignoreme = null;
else t.ignoreme = target;
t.Trace(pos,cursector,x,beamsize,0);
for ( int i=0; i<t.HitList.Size(); i++ )
{
if ( !(GetAge()%5) )
{
UTMainHandler.DoKnockback(t.hitlist[i].hitactor,t.hitlist[i].x,500*specialf1**2);
t.hitlist[i].hitactor.DamageMobj(self,target,int(2*specialf1**3),'Impaler',DMG_THRUSTLESS);
}
if ( start.Hitlist.Find(t.HitList[i].HitActor) == start.HitList.Size() )
start.Hitlist.Push(t.HitList[i].HitActor);
}
// seeking
double closest = 500;
if ( tracer )
{
double closest = Distance3D(tracer);
if ( (closest > 500) || (tracer.Health <= 0) )
{
tracer = null;
closest = 500;
}
}
let bt = BlockThingsIterator.Create(self,closest);
while ( bt.Next() )
{
let a = bt.Thing;
if ( !a || !a.bSHOOTABLE || !a.bISMONSTER || (a.Health <= 0) || !CheckSight(a) || (start.Hitlist.Find(a) < start.HitList.Size()) ) continue;
Vector3 dirto = level.Vec3Diff(pos,a.Vec3Offset(0,0,a.height/2));
double dist = dirto.length();
dirto /= dist;
if ( dirto dot x < .5 ) continue;
if ( dist > closest ) continue;
tracer = a;
closest = dist;
}
if ( tracer ) special1 = 0;
Vector3 normal = -t.Results.HitVector, dir = t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitWall )
{
normal = (t.Results.HitLine.delta.y,-t.Results.HitLine.delta.x,0).unit();
if ( t.Results.Side ) normal *= -1;
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,t.Results.HitPos);
dir -= 2*normal*(dir dot normal);
}
else if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.ffloor ) normal = -t.Results.ffloor.top.Normal;
else normal = t.Results.HitSector.floorplane.Normal;
dir -= 2*normal*(dir dot normal);
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.ffloor ) normal = -t.Results.ffloor.bottom.Normal;
else normal = t.Results.HitSector.ceilingplane.Normal;
dir -= 2*normal*(dir dot normal);
}
else
{
// why the fuck
t.Results.HitPos = level.Vec3Offset(pos,x*beamsize);
normal *= 0;
}
if ( t.Results.HitType != TRACE_HitNone )
{
A_SprayDecal("BoltScorch",beamsize+8);
int numpt = Random[Impaler](10,20)*!Random[Impaler](0,2);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (normal+(FRandom[Impaler](-.6,.6),FRandom[Impaler](-.6,.6),FRandom[Impaler](-.6,.6))).unit()*FRandom[Impaler](2,4);
let s = Spawn("ImpalerSpark",t.Results.HitPos+normal*4);
s.vel = pvel;
}
}
Vector3 tdir = level.Vec3Diff(pos,t.Results.HitPos);
double tdist = tdir.length();
tdir /= tdist;
for ( int i=8; i<tdist; i+=16 )
{
let s = Spawn("ImpalerSpark",level.Vec3Offset(pos,tdir*i));
s.alpha *= .5;
s.scale *= .4;
s.vel = (FRandom[Impaler](-1,1),FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)).unit()*FRandom[Impaler](.2,.8);
}
if ( (special1 < int(10*specialf1)) && (special2 < int(40*specialf1**.5)) && (start.hitlist.Size() < int(4*specialf1)) )
{
if ( !next )
{
next = ImpalerBolt(Spawn("ImpalerBolt",t.Results.HitPos+normal));
next.angle = atan2(dir.y,dir.x);
next.pitch = asin(-dir.z);
next.target = target;
next.start = start;
next.tracer = tracer;
next.special1 = special1+1;
next.special2 = special2+1;
next.specialf1 = max(1.,specialf1);
next.oldx = dir;
next.bHITOWNER = true;
}
else
{
next.tracer = tracer;
next.special1 = special1+1;
next.specialf1 = max(1.,specialf1);
next.bHITOWNER = true;
next.UpdateBeam(self,t.Results.HitPos+normal,dir);
}
if ( t.Results.HitType != TRACE_HitNone )
{
if ( !weffect ) weffect = Spawn("ImpalerBoltHit",t.Results.HitPos+normal*4);
weffect.SetOrigin(t.Results.HitPos+normal*4,true);
weffect.sprite = weffect.GetSpriteIndex('IHIT');
}
else if ( weffect ) weffect.Destroy();
return;
}
if ( !weffect ) weffect = Spawn("ImpalerBoltHit",t.Results.HitPos+normal*4);
if ( t.Results.HitType != TRACE_HitNone ) weffect.sprite = weffect.GetSpriteIndex('IHIT');
else weffect.sprite = weffect.GetSpriteIndex('ICAP');
weffect.SetOrigin(t.Results.HitPos+normal*4,true);
if ( next ) next.Destroy();
}
void UpdateBeam( ImpalerBolt parent, Vector3 ofs, Vector3 dir )
{
bRELATIVETOFLOOR = parent.bRELATIVETOFLOOR;
frame = parent.frame;
SetOrigin(ofs,true);
angle = atan2(dir.y,dir.x);
pitch = asin(-dir.z);
Vector3 x, y, z, dir;
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1);
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 dirto = (0,0,0);
double distto = 0.;
if ( tracer && (Distance3D(tracer) > 1) )
{
dirto = level.Vec3Diff(pos,tracer.Vec3Offset(0,0,tracer.height/2));
distto = dirto.length();
dirto /= distto;
distto = 1.-clamp(distto*0.1,0.,.9);
}
dir = (x+y*cos(a)*s+z*sin(a)*s+dirto*distto).unit();
dir = dir*.5+oldx*.5;
oldx = dir;
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
CheckBeam(dir);
}
Default
{
RenderStyle "Add";
Obituary "$O_IMPALER2";
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+INTERPOLATEANGLES;
+NOTELEPORT;
}
States
{
Spawn:
PBLT # -1 Bright;
Stop;
Dummy:
PBLT ABCDE -1;
Stop;
}
}
Class ImpalerFlare : Actor
{
Default
{
RenderStyle "Add";
Scale 0.02;
Alpha 0.5;
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+INTERPOLATEANGLES;
+NOTELEPORT;
+FORCEXYBILLBOARD;
+ROLLSPRITE;
}
States
{
Spawn:
IFLA A -1 Bright;
Stop;
}
}
Class StarterImpalerBolt : ImpalerBolt
{
Array<Actor> hitlist;
Actor flares[2];
override void PostBeginPlay()
{
Super.PostBeginPlay();
start = self;
flares[0] = Spawn("ImpalerFlare",pos);
flares[1] = Spawn("ImpalerFlare",pos);
oldx = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
}
override void OnDestroy()
{
Super.OnDestroy();
if ( flares[0] ) flares[0].Destroy();
if ( flares[1] ) flares[1].Destroy();
}
override void Tick()
{
Super.Tick();
frame++;
if ( frame > 4 ) frame = 0;
if ( isFrozen() ) return;
if ( !target )
{
Destroy();
return;
}
Vector3 x, y, z, origin;
bRELATIVETOFLOOR = (target.pos.z <= target.floorz); // hack, but kinda works
if ( target.player )
{
[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
origin = target.Vec2OffsetZ(0,0,target.player.viewz)+15*x+2*y-2.5*z;
}
else origin = target.Vec3Offset(0,0,target.missileheight);
SetOrigin(origin,true);
if ( !flares[0] ) flares[0] = Spawn("ImpalerFlare",pos);
if ( !flares[1] ) flares[1] = Spawn("ImpalerFlare",pos);
flares[1].bRELATIVETOFLOOR = flares[0].bRELATIVETOFLOOR = bRELATIVETOFLOOR;
flares[0].SetOrigin(pos,true);
flares[1].SetOrigin(pos,true);
flares[0].roll += 15.;
flares[1].roll += 5.;
flares[0].A_SetScale(0.01+cos(gametic*8)*0.002);
flares[1].A_SetScale(0.02+cos(gametic*8)*0.004);
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.1);
[x, y, z] = dt_CoordUtil.GetAxes(target.pitch,target.angle,target.roll);
Vector3 dir = (x+cos(a)*y*s+sin(a)*z*s).unit();
dir = oldx*.5+dir*.5;
oldx = dir;
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
hitlist.Clear();
CheckBeam((cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch)));
}
}
Class ImpalerProjectile : Actor
{
Default
@ -70,20 +532,28 @@ Class ImpalerProjectile : Actor
+EXPLODEONWATER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+INTERPOLATEANGLES;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("impaler/fly",CHAN_BODY,1.,true,2.);
}
action void A_ImpalerHit()
{
A_StopSound(CHAN_BODY);
bFORCEXYBILLBOARD = true;
scale *= 2.+special1*0.01;
A_AlertMonsters();
A_SetRenderStyle(1.,STYLE_Add);
A_NoGravity();
A_Explode(90+special1,120+special1/2);
UTMainHandler.DoBlast(self,120+special1/2,40000);
A_QuakeEx(2,2,2,5,0,250+special1/2,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120+special1/2,rollintensity:0.2);
A_Explode(50+special1/2,120+special1/5);
UTMainHandler.DoBlast(self,120+special1/5,40000);
A_QuakeEx(2,2,2,5,0,250+special1/5,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120+special1/2,rollintensity:0.2);
A_PlaySound("impaler/hit",CHAN_VOICE);
A_SprayDecal("WallCrack",20);
Spawn("ImpalerBurstLight",pos);
A_SprayDecal("ShockMark",20);
let l = Spawn("ImpalerBurstLight",pos);
l.Args[3] += special1/5;
double ang, pt;
int numpt = Random[Impaler](4,8);
for ( int i=0; i<numpt; i++ )
@ -106,12 +576,77 @@ Class ImpalerProjectile : Actor
c.bBRIGHT = true;
c.alpha *= .5;
}
numpt = Random[Impaler](8,15);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Impaler](-1,1),FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)).unit()*FRandom[Impaler](1,3);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
}
numpt = Random[Impaler](8,16);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Impaler](-1,1),FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)).unit()*FRandom[Impaler](2,6);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Impaler](20,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Impaler](-1,1),FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)).unit()*FRandom[Impaler](2,12);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[Impaler](0.9,2.7);
}
numpt = 3+min(20,special1/10);
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[Impaler](0,360);
pt = FRandom[Impaler](-90,90);
let b = Spawn("ImpalerBurstBolt",Vec3Offset(0,0,height/2));
b.angle = ang;
b.pitch = pt;
b.target = target;
b.special1 = Random[Impaler](-3,3);
b.special1 -= special1/30;
}
}
States
{
Spawn:
TPRJ A -1;
Stop;
TPRJ A 1
{
roll += 15.;
double ang, pt;
int numpt;
if ( special1 > 80 )
{
numpt = special1/90;
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[Impaler](0,360);
pt = FRandom[Impaler](-90,90);
let c = Spawn("ImpalerSpark",pos);
c.vel = vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[Impaler](.2,.8)*(special1/90.);
}
}
if ( special1 > 120 )
{
numpt = special1/120;
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[Impaler](0,360);
pt = FRandom[Impaler](-90,90);
let c = Spawn("UTSmoke",pos);
c.SetShade(Color(4,1,3)*Random[Impaler](48,63));
c.bBRIGHT = true;
c.alpha *= min(1.,special1/350.);
c.scale *= min(2.,special1/350.);
c.vel = vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[Impaler](.2,.8)*(special1/120.);
}
}
}
Wait;
Death:
TNT1 A 0 A_ImpalerHit();
TNT1 A 0 A_Jump(256,"Explo1","Explo2","Explo3");
@ -158,27 +693,98 @@ Class Impaler : UnrealWeapon
UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
invoker.HasGem = false;
invoker.ClipCount = -1;
Vector3 x, y, z;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-4*z);
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2*y-2.5*z);
Actor p = Spawn("ImpalerProjectile",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.roll = FRandom[Impaler](0,360);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
p.special1 = invoker.clipcount*3;
double mult = Amplifier.GetMult(self,100);
p.special1 = int(3*invoker.clipcount*mult+120*(mult-1.));
int numpt = Random[Impaler](8,16);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("ViewImpalerSpark",origin);
ViewImpalerSpark(s).ofs = (10,2,-2.5);
s.target = self;
s.scale *= 3.;
ViewImpalerSpark(s).vvel += (FRandom[Impaler](0.2,0.8),FRandom[Impaler](-0.5,0.5),FRandom[Impaler](-0.5,0.5));
}
invoker.HasGem = false;
invoker.ClipCount = -1;
}
action void A_StartBeam()
{
Vector3 x, y, z, origin;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x+2*y-2.5*z);
invoker.beam = Spawn("StarterImpalerBolt",origin);
invoker.beam.angle = angle;
invoker.beam.pitch = BulletSlope();
invoker.beam.target = self;
invoker.beam.specialf1 = Amplifier.GetMult(self,50);
}
action void A_DrainAmmo()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( !(invoker.special1%15) )
{
if ( invoker.ClipCount <= 0 ) return;
if ( invoker.beam )
invoker.beam.specialf1 = Amplifier.GetMult(self,10);
invoker.clipcount--;
}
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.05,0.05,8,SWING_Spring);
A_AlertMonsters();
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),15*x+2*y-2.5*z);
int numpt = Random[Impaler](4,7);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (15,2,-2.5);
s.scale *= 1.8;
s.target = self;
s.SetShade("602060");
s.A_SetRenderStyle(0.4,STYLE_AddShaded);
UTViewSmoke(s).vvel += (FRandom[Impaler](0.2,0.6),FRandom[Impaler](-0.2,0.2),FRandom[Impaler](-0.2,0.2));
}
numpt = Random[Impaler](8,16);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("ViewImpalerSpark",origin);
ViewImpalerSpark(s).ofs = (15,2,-2.5);
s.target = self;
s.scale *= 3.;
ViewImpalerSpark(s).vvel += (FRandom[Impaler](0.2,0.8),FRandom[Impaler](-0.5,0.5),FRandom[Impaler](-0.5,0.5));
}
}
action void A_StopBeam()
{
A_StopSound(CHAN_WEAPON);
if ( invoker.beam ) invoker.beam.Destroy();
}
override void OwnerDied()
{
Super.OwnerDied();
if ( beam ) beam.Destroy();
}
override void DetachFromOwner()
{
if ( beam ) beam.Destroy();
Super.DetachFromOwner();
}
override void OnDestroy()
{
Super.OnDestroy();
if ( beam ) beam.Destroy();
}
private action bool TryHit( double angle, int dmg )
{
@ -255,6 +861,8 @@ Class Impaler : UnrealWeapon
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
Impaler.ClipCount 30;
+WEAPON.AMMO_OPTIONAL;
+WEAPON.ALT_AMMO_OPTIONAL;
}
States
{
@ -318,21 +926,32 @@ Class Impaler : UnrealWeapon
if ( !invoker.HasGem )
return ResolveState("Melee");
A_Overlay(-9999,"Null");
A_Overlay(-3,"GemAltFire");
A_Overlay(-2,"ZapAltFire");
A_PlaySound("impaler/altfire",CHAN_WEAPON,looping:true);
player.SetPSprite(-3,invoker.FindState("GemAltFire"));
player.SetPSprite(-2,invoker.FindState("ZapAltFire"));
return ResolveState(null);
}
IMPA ABCDEFGH 2;
IMPA I 0
{
A_PlaySound("impaler/altfire",CHAN_WEAPON,looping:true);
A_StartBeam();
invoker.special1 = 0;
}
Goto AltHold;
AltHold:
IMPA IJKLMNOP 2;
Goto AltRelease;
IMPA IJKLMNOP 2
{
A_DrainAmmo();
invoker.special1++;
return A_JumpIf((invoker.ClipCount<=0)||!(player.cmd.buttons&BT_ALTATTACK),"AltRelease");
}
Loop;
AltRelease:
IMPA Q 0
{
A_Overlay(-3,"GemAltRelease");
A_Overlay(-2,"ZapAltRelease");
player.SetPSprite(-3,invoker.FindState("GemAltRelease"));
player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
A_StopBeam();
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
}
IMPA QRSTUVWX 2;
@ -345,21 +964,21 @@ Class Impaler : UnrealWeapon
if ( invoker.HasGem )
{
let weap = Weapon(invoker);
if ( invoker.ClipCount < 0 )
if ( (invoker.ClipCount < 0) && (weap.Ammo1.Amount > 0) )
{
weap.DepleteAmmo(false,true,1);
invoker.ClipCount = invoker.default.ClipCount;
}
A_Overlay(-3,"GemUp");
A_Overlay(-2,"ZapUp");
A_OverlayFlags(-2,PSPF_RenderStyle|PSPF_Alpha,true);
A_OverlayFlags(-2,PSPF_RenderStyle|PSPF_ForceStyle|PSPF_Alpha|PSPF_ForceAlpha,true);
A_OverlayRenderStyle(-2,STYLE_Add);
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
}
else
{
A_Overlay(-3,"GemDown");
A_Overlay(-2,"ZapDown");
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
}
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
@ -372,8 +991,8 @@ Class Impaler : UnrealWeapon
IMPG A 0
{
invoker.HasGem = false;
A_Overlay(-3,"GemDown");
A_Overlay(-2,"ZapDown");
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
}
IMPG ABCDE 2;
@ -418,12 +1037,5 @@ Class Impaler : UnrealWeapon
ZapAltRelease:
IMZA QRSTUVWX 2 Bright;
Goto ZapIdle;
MuzzleFlash:
IMFF A 3 Bright
{
let l = Spawn("ImpalerLight",pos);
l.target = self;
}
Stop;
}
}

View file

@ -213,9 +213,9 @@ Class UFlame : Actor
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
s.vel += vel*0.6;
s.vel += vel*0.3;
s.alpha *= alpha*4;
s.scale = scale*(.5+GetAge()/6.);
s.scale *= 0.5+abs(scale.x)*(.5+GetAge()/6.);
Destroy();
return;
}
@ -223,9 +223,9 @@ Class UFlame : Actor
{
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
s.vel += vel*0.6;
s.vel += vel*0.3;
s.alpha *= alpha*4;
s.scale = scale*(.5+GetAge()/6.);
s.scale *= 0.5+abs(scale.x)*(.5+GetAge()/6.);
}
if ( bAMBUSH ) return;
if ( Random[FlameT](0,int(20*((default.alpha+0.1)-alpha))) ) return;

View file

@ -277,7 +277,7 @@ Class TarydiumDebuff : Thinker
void BlowUp()
{
reentrant = true;
let b = victim.Spawn("TarydiumExplosion",victim.Vec3Offset(0,0,victim.height/2));
let b = victim.Spawn("TarydiumExplosion",victim.Vec3Offset(0,0,victim.default.height/2));
b.target = instigator;
b.special1 = amount;
b.scale *= 1.+min(1.5,amount*0.02);

View file

@ -196,7 +196,7 @@ Class UPlayer : UTPlayer
let dsp = DispersionPistol(FindInventory('DispersionPistol'));
if ( dsp )
{
dsp.Ammo1.MaxAmount = 90;
dsp.Ammo1.Amount = dsp.Ammo1.MaxAmount = 90;
if ( (player.ReadyWeapon == dsp) && (player.PendingWeapon == WP_NOCHANGE) )
dsp.pendingupgrade = 4;
else