Stunner implemented.

Small tweaks.
This commit is contained in:
Marisa the Magician 2019-09-22 15:20:52 +02:00
commit c0ad22d9e6
8 changed files with 327 additions and 7 deletions

View file

@ -102,7 +102,7 @@ Class FatRing : Actor
{
Super.Tick();
if ( isFrozen() ) return;
A_FadeOut(1/21.,0);
A_FadeOut(1/19.,0);
}
States
{
@ -128,6 +128,7 @@ Class BigBlast : Actor
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_AlertMonsters();
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));
@ -326,6 +327,7 @@ Class BigGun : UnrealWeapon
l.hitactor.DamageMobj(invoker,self,l.hitdamage,'BigShot',DMG_THRUSTLESS);
UTMainHandler.DoKnockback(l.hitactor,l.x,90000.);
let b = Spawn("BigBlast",l.hitlocation-l.x*8.);
b.target = self;
b.special1 = l.hitdamage;
b.angle = atan2(l.x.y,l.x.x);
b.pitch = asin(-l.x.z);
@ -349,6 +351,7 @@ Class BigGun : UnrealWeapon
if ( !invoker.t.Results.Side ) hitnormal *= -1;
}
let b = Spawn("BigBlast",invoker.t.Results.HitPos+hitnormal*8.);
b.target = self;
b.special1 = int(invoker.t.penetration);
b.angle = atan2(hitnormal.y,hitnormal.x);
b.pitch = asin(-hitnormal.z);

View file

@ -125,7 +125,7 @@ Class UFireball : Actor
{
A_PlaySound("flamegun/exp",CHAN_VOICE,pitch:1.2);
Spawn("UFireLight",pos);
A_Explode(GetMissileDamage(0,0),60,XF_HURTSOURCE);
A_Explode(GetMissileDamage(0,0),60);
UTMainHandler.DoBlast(self,60,9000);
}
A_SprayDecal("SmallRocketBlast");
@ -184,7 +184,7 @@ Class UFireball2 : UFireball
action void A_FireballExplo2()
{
scale *= 2.;
A_Explode(GetMissileDamage(0,0),90,XF_HURTSOURCE);
A_Explode(GetMissileDamage(0,0),90);
UTMainHandler.DoBlast(self,90,12000);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
int numpt = Random[ExploS](10,15);

View file

@ -68,6 +68,7 @@ Class SMiniShell : FastProjectile
action void A_ShellExplode()
{
bFORCEXYBILLBOARD = true;
A_AlertMonsters();
A_SetRenderStyle(1.0,STYLE_Add);
A_NoGravity();
A_Explode(150,50,XF_HURTSOURCE|XF_EXPLICITDAMAGETYPE,damagetype:'exploded');

View file

@ -24,10 +24,247 @@ Class StunnerAmmo : Ammo
Class StunTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+NOTELEPORT;
+FORCEXYBILLBOARD;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
A_FadeOut(1./11.,0);
}
States
{
Spawn:
FATR ABCDE 3 Bright;
Stop;
}
}
Class StunLight : PaletteLight
{
Default
{
Tag "DYellow";
}
}
Class StunTracer : LineTracer
{
Actor owner, ignore;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( (Results.HitActor == owner) || (Results.HitActor == ignore) ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE ) 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 StunProj : Actor
{
StunTracer t;
Vector3 tracedir;
bool moving;
double totaldist;
override void PostBeginPlay()
{
Super.PostBeginPlay();
t = new("StunTracer");
t.owner = target;
t.ignore = self;
moving = true;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( !moving )
{
A_FadeOut(1/19.,0);
return;
}
// step trace
tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
t.Trace(pos,cursector,tracedir,500,0);
totaldist += t.Results.Distance;
// spawn particles
for ( int i=10; i<t.Results.Distance; i+=80 )
Spawn("StunLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
for ( int i=0; i<t.Results.Distance; i+=4 )
{
Vector3 pofs = tracedir*FRandom[Stunner](0,2)+(FRandom[Stunner](-.5,.5),FRandom[Stunner](-.5,.5),FRandom[Stunner](-.5,.5));
let s = Spawn("UTSpark",Vec3Offset(tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z));
s.scale *= 0.2;
s.bNOGRAVITY = true;
s.vel = (FRandom[Stunner](-.3,.3),FRandom[Stunner](-.3,.3),FRandom[Stunner](-.3,.3));
}
for ( int i=10; i<t.Results.Distance; i+=20 )
{
let s = Spawn("StunTrail",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
s.angle = angle;
s.pitch = pitch;
}
if ( totaldist >= 10000.0 )
{
// reposition and explode on air
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
StunExplode();
}
else if ( t.Results.HitType == TRACE_HitNone )
{
// reposition
SetOrigin(t.Results.HitPos+t.Results.HitVector,false);
angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
pitch = asin(-t.Results.HitVector.z);
}
else if ( t.Results.HitType == TRACE_HitActor )
{
// reposition and explode on actor
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
StunExplode();
Actor a = t.Results.HitActor;
a.DamageMobj(self,target,max(1,int(1.1*specialf1)),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
if ( !a.bDONTTHRUST )
{
UTMainHandler.DoKnockback(a,t.Results.HitVector,(bAMBUSH?-22000:26000)*specialf1);
a.vel.z += 2.*specialf1;
}
angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
pitch = asin(-t.Results.HitVector.z);
}
else
{
// reposition and explode on wall
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
A_SprayDecal("ShockMark",16);
Vector3 HitNormal = t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitWall )
{
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,pos);
// calculate normal
HitNormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( t.Results.Side == 0 ) HitNormal *= -1;
}
else 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;
}
StunExplode();
angle = atan2(HitNormal.y,HitNormal.x);
pitch = asin(-HitNormal.z);
}
}
void StunExplode()
{
moving = false;
SetStateLabel("Death");
A_Explode(int(0.6*specialf1),50);
A_QuakeEx(1,1,1,3,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
UTMainHandler.DoBlast(self,50,(bAMBUSH?-7000:11000)*specialf1);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
int 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.scale *= 0.2;
s.bNOGRAVITY = true;
s.vel = pvel;
}
}
Default
{
Obituary "$O_STUNNER";
RenderStyle "Add";
DamageType 'jolted';
Radius 0;
Height 0.1;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+NOTELEPORT;
+FORCEXYBILLBOARD;
}
States
{
Spawn:
TNT1 A -1;
Stop;
Death:
FATR ABCDEFGHIJK 2 Bright;
Stop;
}
}
Class StunnerImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal("WallCrack",20);
int numpt = Random[Stunner](10,20);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Stunner](-.8,.8),FRandom[Stunner](-.8,.8),FRandom[Stunner](-.8,.8))).unit()*FRandom[Stunner](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Stunner](128,192));
}
numpt = Random[Stunner](4,10);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Stunner](-1,1),FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)).unit()*FRandom[Stunner](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Stunner](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Stunner](-1,1),FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)).unit()*FRandom[Stunner](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class Stunner : UnrealWeapon
@ -48,10 +285,49 @@ Class Stunner : UnrealWeapon
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
StunnerAmmo(weap.Ammo1).rechargephase = 0;
A_PlaySound("stun/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.);
A_PlaySound("stun/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
invoker.FireEffect();
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
UTMainHandler.DoSwing(self,(FRandom[Stunner](-0.04,0.04),FRandom[Stunner](-0.9,-0.4)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2.5);
A_Overlay(-2,"Null");
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*10-z*5);
let p = Spawn("StunProj",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.target = self;
p.specialf1 = invoker.chargesize*mult;
p.bAMBUSH = weap.bAltFire;
FLineTraceData d;
LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = int(5*invoker.chargesize);
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.81) )
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_THRUSTLESS);
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
UTMainHandler.DoKnockback(d.HitActor,x,4000*invoker.chargesize);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("StunnerImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
let p = Spawn("StunnerImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
}
action void A_BeginCharge()
{