stinger_m/zscript/bonesaw.zsc
Marisa Kirisame a54f1495c7 Beta 4.
- Fix Dispersion Pistol altfire not ending early when releasing the button.
- Dispersion Pistol now changes fire speed based on upgrade level, as intended.
- Reduced Razorclaw twiddle animation frequency, it was getting annoying.
- Impaler altfire now doesn't work underwater, as intended.
- Impaler crystals deal less damage when underwater.
- Impaler no longer loses charge underwater while the crystal is unloaded.
- Impaler beam no longer homes in onto friendlies.
- Fixed missing Impaler melee obituary.
- Flamegun disallows firing while underwater, to prevent wasting ammo uselessly.
- Flares and Seeds can be stacked until int.max (give cheats and whatnot are still capped at 20 though).
- Fixed Minigun not displaying the bullet box ammo icon in the 0.83 hud.
- Fixed mouse input in the main menu at high resolutions (wasn't accounting for scaling, oops).
- Added "<item> selected." messages. Dunno if DT will need this too.
- Light Sentry now uses the more reliable native IsHostile() function to detect targets.
- [flak_m] Added "<weapon> has no ammo." messages.
2019-09-29 18:15:14 +02:00

209 lines
6 KiB
Text

Class Bonesaw : UnrealWeapon
{
override bool TryPickup( in out Actor toucher )
{
if ( !sting_dubious ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_dubious ) return;
if ( !Owner )
{
let r = Spawn("Chainsaw",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;
Destroy();
}
else
{
Owner.RemoveInventory(self);
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;
invoker.FireEffect();
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),6) || TryHit(angle-i*(45./16),6) ) return;
}
action void A_Clamp()
{
invoker.FireEffect();
for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),30) || TryHit(angle-i*(45./16),30) ) return;
}
Default
{
Tag "$T_RAZORCLAW";
Inventory.PickupMessage "$I_RAZORCLAW";
Weapon.UpSound "bonesaw/select";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 5500;
Weapon.SlotPriority 0.9;
+WEAPON.MELEEWEAPON;
}
States
{
Spawn:
CSWP A -1;
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;
CSWI A 0 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;
}
}