stinger_m/zscript/impaler.zsc

1136 lines
28 KiB
Text

Class ImpalerAmmo : Ammo
{
Default
{
Tag "$T_IMPAMMO";
Inventory.Icon "I_Impale";
Inventory.PickupMessage "$I_IMPAMMO";
Inventory.Amount 3;
Inventory.MaxAmount 15;
Ammo.BackpackAmount 2;
Ammo.BackpackMaxAmount 30;
Ammo.DropAmount 3;
+INVENTORY.IGNORESKILL;
}
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto ) return;
if ( !Owner )
{
let r = Spawn((GetClass()=="ImpalerAmmo")?"CellPack":"Cell",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
r.bNeverRespawn = bNeverRespawn;
}
else Owner.RemoveInventory(self);
Destroy();
}
States
{
Spawn:
IAMO A -1;
Stop;
}
}
Class ImpalerAmmo2 : ImpalerAmmo
{
Default
{
Tag "$T_IMPAMMO2";
Inventory.PickupMessage "$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()
{
Super.Tick();
if ( isFrozen() ) return;
let c = Spawn("UTSmoke",pos);
c.vel = vel*.3;
c.SetShade(Color(4,1,3)*Random[Impaler](48,63));
c.bBRIGHT = true;
c.alpha *= .5*alpha;
c.scale *= .5*scale.x;
}
}
Class ImpalerBurstLight : PaletteLight
{
Default
{
Tag "ImpExpl";
Args 0,0,0,50;
ReactionTime 15;
}
}
Class ImpalerBoltTracer : LineTracer
{
Actor ignoreme;
Array<HitListEntry> hitlist;
Array<Line> ShootThroughList;
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;
ShootThroughList.Push(Results.HitLine);
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_Utility.GetAxes(angle,pitch,roll);
t.ShootThroughList.Clear();
t.Trace(pos,CurSector,x,10.125,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
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;
double a = FRandom[Impaler](0,360), s = FRandom[Impaler](0.,.8);
invoker.nextdir = dt_Utility.ConeSpread(dir,y,z,a,s);
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
{
invoker.nextpos = t.Results.HitPos;
return;
}
invoker.nextpos = level.Vec3Offset(t.Results.HitPos,normal);
}
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;
}
override void Tick()
{
Super.Tick();
if ( !master ) Destroy();
}
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_StartSound("impaler/beam",CHAN_BODY,CHANF_LOOPING,.2,2.,.75);
}
void CheckBeam( Vector3 x )
{
t.HitList.Clear();
if ( bHITOWNER ) t.ignoreme = null;
else t.ignoreme = target;
t.ShootThroughList.Clear();
t.Trace(pos,cursector,x,beamsize,0);
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
t.ShootThroughList[i].Activate(target,0,SPAC_PCross);
for ( int i=0; i<t.HitList.Size(); i++ )
{
if ( !(GetAge()%15) )
{
UTMainHandler.DoKnockback(t.hitlist[i].hitactor,t.hitlist[i].x,500*specialf1**2);
t.hitlist[i].hitactor.DamageMobj(self,target,int(max(5,10*specialf1**1.5)),'Impaler',DMG_THRUSTLESS);
}
if ( start && (start.Hitlist.Find(t.HitList[i].HitActor) == start.HitList.Size()) )
start.Hitlist.Push(t.HitList[i].HitActor);
}
// seeking
double closest = max(200,500*specialf1);
if ( tracer )
{
double tdist = Distance3D(tracer);
if ( (tdist > closest) || (tracer.Health <= 0) )
tracer = null;
}
let bt = BlockThingsIterator.Create(self,closest);
while ( bt.Next() )
{
let a = bt.Thing;
if ( !a || !a.bSHOOTABLE || !a.bISMONSTER || (a.Health <= 0) || target.IsFriend(a) || !CheckSight(a) || (start && (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(max(5,10*specialf1))) && (special2 < int(max(20,40*specialf1**.5))) && (start && (start.hitlist.Size() < int(max(4,4*specialf1)))) && (waterlevel <= 0) )
{
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 = specialf1;
next.oldx = dir;
next.bHITOWNER = !sting_impself;
}
else
{
next.tracer = tracer;
next.special1 = special1+1;
next.specialf1 = specialf1;
next.bHITOWNER = !sting_impself;
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.master = self;
}
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);
weffect.master = self;
}
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_Utility.GetAxes(angle,pitch,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 = (dt_Utility.ConeSpread(x,y,z,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 = dt_Utility.Vec3FromAngle(angle,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 ) origin = dt_Utility.GetFireOffset(target,15,0,-2.5);
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_Utility.GetPlayerAxes(target);
Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
dir = oldx*.5+dir*.5;
oldx = dir;
A_SetAngle(atan2(dir.y,dir.x));
A_SetPitch(asin(-dir.z));
hitlist.Clear();
CheckBeam(dt_Utility.Vec3FromAngle(angle,pitch));
}
}
Class ImpalerProjectile : Actor
{
Default
{
Obituary "$O_IMPALER1";
DamageType 'Impaler';
Speed 30;
Radius 4;
Height 4;
PROJECTILE;
+SKYEXPLODE;
+EXPLODEONWATER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+INTERPOLATEANGLES;
+NOFRICTION;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("impaler/fly",CHAN_BODY,CHANF_LOOPING,1.,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(50+special1/2,80+special1/5);
UTMainHandler.DoBlast(self,80+special1/5,40000);
A_QuakeEx(2,2,2,5,0,150+special1/5,"",QF_RELATIVE|QF_SCALEDOWN,falloff:80+special1/2,rollintensity:0.2);
A_StartSound("impaler/hit",CHAN_VOICE);
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++ )
{
ang = FRandom[Impaler](0,360);
pt = FRandom[Impaler](-90,90);
let c = Spawn("ImpalerChunk",pos);
c.angle = ang;
c.pitch = pt;
c.vel = dt_Utility.Vec3FromAngle(ang,pt)*FRandom[Impaler](3,9);
}
numpt = Random[Impaler](6,12);
for ( int i=0; i<numpt; i++ )
{
ang = FRandom[Impaler](0,360);
pt = FRandom[Impaler](-90,90);
let c = Spawn("UTSmoke",pos);
c.vel = dt_Utility.Vec3FromAngle(ang,pt)*FRandom[Impaler](.3,.8);
c.SetShade(Color(4,1,3)*Random[Impaler](48,63));
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
{
if ( waterlevel > 0 )
{
let b = Spawn("UTBubble",pos);
b.vel = vel*0.5;
special1 = -30;
}
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+dt_Utility.Vec3FromAngle(ang,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+dt_Utility.Vec3FromAngle(ang,pt)*FRandom[Impaler](.2,.8)*(special1/120.);
}
}
}
Wait;
Death:
TNT1 A 0 A_ImpalerHit();
TNT1 A 0 A_Jump(256,"Explo1","Explo2","Explo3");
Explo1:
IEX1 ABCDEFGHIJKLM 1 Bright;
Stop;
Explo2:
IEX2 ABCDEFGHIJKLM 1 Bright;
Stop;
Explo3:
IEX3 ABCDEFGHIJKLM 1 Bright;
Stop;
}
}
Class ImpalerLight : EnforcerLight
{
Default
{
args 255,128,224,80;
}
}
Class Impaler : UnrealWeapon
{
int ClipCount;
bool HasGem;
Actor beam;
property ClipCount : ClipCount;
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto ) return;
if ( !Owner )
{
let r = Spawn("PlasmaRifle",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
r.bNeverRespawn = bNeverRespawn;
}
else Owner.RemoveInventory(self);
Destroy();
}
override int, int, bool, bool GetClipAmount()
{
return HasGem?ClipCount:-1, -1, (ClipCount<10), false;
}
action void A_ImpalerFire()
{
A_Overlay(-9999,"Null");
A_Overlay(-3,"Null");
A_Overlay(-2,"Null");
A_StopSound(CHAN_WEAPONMISC);
A_StartSound("impaler/fire",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.1:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
Vector3 origin = dt_Utility.GetFireOffset(self,10,0,-2.5);
Actor p = Spawn("ImpalerProjectile",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.roll = FRandom[Impaler](0,360);
p.vel = dt_Utility.Vec3FromAngle(p.angle,p.pitch)*p.speed;
p.target = self;
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 = (10,0,-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 origin = dt_Utility.GetFireOffset(self,15,0,-2.5);
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;
double mul = Amplifier.GetMult(self,10);
if ( invoker.beam )
{
invoker.beam.specialf1 = mul;
invoker.beam.specialf1 *= .5+clamp(invoker.clipcount/double(invoker.default.clipcount),.0,.5);
}
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.clipcount = max(0,invoker.clipcount-int(mul));
}
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,255,32,255),3);
A_AlertMonsters();
Vector3 origin = dt_Utility.GetFireOffset(self,15,0,-2.5);
int numpt = Random[Impaler](4,7);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (15,0,-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 = (15,0,-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_WEAPONMISC);
if ( invoker.beam ) invoker.beam.Destroy();
}
override void OwnerDied()
{
if ( beam ) beam.Destroy();
Super.OwnerDied();
}
override void DetachFromOwner()
{
if ( beam ) beam.Destroy();
Super.DetachFromOwner();
}
override void OnDestroy()
{
if ( beam ) beam.Destroy();
Super.OnDestroy();
}
private action bool TryHit( double angle, int dmg )
{
FTranslatedLineTarget t;
double slope = AimLineAttack(angle,DEFMELEERANGE*1.5,t,0.,ALF_CHECK3D);
FLineTraceData d;
Vector3 origin = dt_Utility.GetFireOffset(self,0,0,-4);
LineTrace(angle,DEFMELEERANGE*1.5,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,12000);
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_StartSound("impaler/wall",CHAN_WEAPONMISC,CHANF_OVERLAP);
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_StartSound("impaler/flesh",CHAN_WEAPONMISC,CHANF_OVERLAP);
A_AlertMonsters();
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
return true;
}
return false;
}
action void A_Stab()
{
invoker.FireEffect();
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),15) || TryHit(angle-i*(45./16),15) ) return;
}
override void DoEffect()
{
Super.DoEffect();
A_SoundVolume(CHAN_WEAPONMISC,Dampener.Active(Owner)?.4:1.);
if ( (Ammo1.Amount <= 0) && (ClipCount <= 0) ) SelectionOrder = 6600;
else SelectionOrder = default.SelectionOrder;
if ( Owner.player.ReadyWeapon != self ) return;
if ( (Owner.waterlevel > 2) && !(level.maptime%5) && HasGem )
ClipCount = max(0,ClipCount-1);
let psp = Owner.player.FindPSprite(-2);
if ( psp ) psp.alpha = clamp(ClipCount/double(default.ClipCount),0.,1.);
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
if ( ClipCount > 0 ) return true;
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
Default
{
Tag "$T_IMPALER";
Obituary "$O_IMPALERHIT";
Inventory.PickupMessage "$I_IMPALER";
Weapon.UpSound "impaler/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 700;
Weapon.SlotPriority 0.9;
Weapon.AmmoType "ImpalerAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "ImpalerAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 6;
UTWeapon.DropAmmo 3;
Impaler.ClipCount 30;
+WEAPON.AMMO_OPTIONAL;
+WEAPON.ALT_AMMO_OPTIONAL;
}
States
{
Spawn:
IMPP A -1;
Stop;
IMPP B -1;
Stop;
Select:
IMPS A 1 A_Raise(int.max);
Wait;
Ready:
IMPS ABCDEF 3 A_WeaponReady(WRF_NOFIRE);
IMPI A 0
{
let weap = Weapon(invoker);
invoker.HasGem = false;
if ( (invoker.ClipCount>=0) || (weap.Ammo1.Amount > 0) )
return ResolveState("Reload");
return ResolveState("Idle");
}
Goto Idle;
Dummy:
TNT1 A 1
{
let weap = Weapon(invoker);
int flags = 0;
if ( (weap.Ammo1.Amount > 0) || (invoker.ClipCount > 0) ) flags |= WRF_ALLOWRELOAD;
if ( invoker.HasGem && ((invoker.ClipCount <= 0) || (waterlevel >= 2)) ) flags |= WRF_NOSECONDARY;
A_WeaponReady(flags);
}
Wait;
Idle:
IMPI A 0 A_Overlay(-9999,"Dummy");
IMPI ABCDEFGH 10;
Goto Idle+1;
Melee:
IMPM A 2
{
A_Overlay(-9999,"Null");
A_StartSound("impaler/stab",CHAN_WEAPON,CHANF_OVERLAP);
}
IMPM BC 2;
IMPM D 2 A_Stab();
IMPM EFGHIJ 2;
Goto Idle;
Fire:
IMPF A 0
{
if ( !invoker.HasGem )
return ResolveState("Melee");
A_ImpalerFire();
return ResolveState(null);
}
IMPF ABCDEFGHI 2;
IMPI A 0 A_JumpIfNoAmmo("Idle");
Goto Reload;
AltFire:
IMPA A 0
{
if ( !invoker.HasGem )
return ResolveState("Melee");
A_Overlay(-9999,"Null");
player.SetPSprite(-3,invoker.FindState("GemAltFire"));
player.SetPSprite(-2,invoker.FindState("ZapAltFire"));
return ResolveState(null);
}
IMPA ABCDEFGH 2;
IMPA I 0
{
A_StartSound("impaler/altfire",CHAN_WEAPONMISC,CHANF_LOOPING);
A_StartBeam();
invoker.special1 = 0;
}
Goto AltHold;
AltHold:
IMPA IJKLMNOP 2
{
A_DrainAmmo();
invoker.special1++;
return A_JumpIf((invoker.ClipCount<=0)||!(player.cmd.buttons&BT_ALTATTACK)||(waterlevel>=2),"AltRelease");
}
Loop;
AltRelease:
IMPA Q 0
{
player.SetPSprite(-3,invoker.FindState("GemAltRelease"));
player.SetPSprite(-2,invoker.FindState("ZapAltRelease"));
A_StopBeam();
A_StartSound("impaler/altend",CHAN_WEAPONMISC,CHANF_LOOPING);
}
IMPA QRSTUVWX 2;
Goto Idle;
Reload:
IMPG A 0
{
A_Overlay(-9999,"Null");
invoker.HasGem = !invoker.HasGem;
if ( invoker.HasGem )
{
let weap = Weapon(invoker);
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_ForceStyle|PSPF_Alpha|PSPF_ForceAlpha,true);
A_OverlayRenderStyle(-2,STYLE_Add);
A_StartSound("impaler/gem",CHAN_WEAPONMISC,CHANF_LOOPING);
}
else
{
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
}
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
IMPG ABCDE 2;
Goto Idle;
Deselect:
IMPD A 0 A_Overlay(-9999,"Null");
IMPD A 0 A_JumpIf(!invoker.HasGem,"FullDeselect");
IMPG A 0
{
invoker.HasGem = false;
player.SetPSprite(-3,invoker.FindState("GemDown"));
player.SetPSprite(-2,invoker.FindState("ZapDown"));
A_StartSound("impaler/gemdown",CHAN_WEAPONMISC);
}
IMPG ABCDE 2;
Goto FullDeselect;
FullDeselect:
IMPD ABCDEF 2;
IMPD F 1 A_Lower(int.max);
Wait;
GemUp:
IMGS ABCDE 2;
Goto GemIdle;
GemIdle:
IMGI ABCDEFGH 10;
Loop;
GemDown:
IMGD ABCDE 2;
Stop;
GemAltFire:
IMGA ABCDEFGH 2;
Goto GemAltHold;
GemAltHold:
IMGA IJKLMNOP 2;
Loop;
GemAltRelease:
IMGA QRSTUVWX 2;
Goto GemIdle;
ZapUp:
IMZS ABCDE 2 Bright;
Goto ZapIdle;
ZapIdle:
IMZI ABCDEFGH 10 Bright;
Loop;
ZapDown:
IMZD ABCDE 2 Bright;
Stop;
ZapAltFire:
IMZA ABCDEFGH 2 Bright;
Goto ZapAltHold;
ZapAltHold:
IMZA IJKLMNOP 2 Bright;
Loop;
ZapAltRelease:
IMZA QRSTUVWX 2 Bright;
Goto ZapIdle;
}
}