stinger_m/zscript/utranslocator.zsc
Marisa Kirisame 28d0912eda 1.0 release:
- Swap around some assets and code with Doom Tournament.
   - Searchlight moved to here.
   - Computer map and Armor bonus moved to DT.
   - Armor absorption priority code moved to DT.
 - Added Unreal crosshairs.
 - Fix incorrect Autocannon flash color.
 - Ported over Translocator ally telefrag prevention.
 - Fixed razor blades emitting no effects when hitting a non-bleeding enemy.
 - Misc. cleanup.
2019-10-21 22:09:50 +02:00

311 lines
7.3 KiB
Text

Class UTranslocatorAmmo : Ammo
{
Default
{
Inventory.Icon "I_Tele";
Inventory.Amount 1;
Inventory.MaxAmount 2;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 2;
+INVENTORY.IGNORESKILL;
}
override void Tick()
{
Super.Tick();
if ( sting_proto && sting_telegun ) return;
if ( Owner ) Owner.RemoveInventory(self);
Destroy();
}
}
Class UTranslocatorModule : Actor
{
Actor b;
bool alreadyhit;
double anglevel;
Default
{
Radius 2;
Height 2;
Speed 16;
PROJECTILE;
-NOGRAVITY;
+USEBOUNCESTATE;
+SKYEXPLODE;
+HITTRACER;
+MOVEWITHSECTOR;
+CANBOUNCEWATER;
+BLOCKASPLAYER;
-ALLOWBOUNCEONACTORS;
+DONTBOUNCEONSHOOTABLES;
+INTERPOLATEANGLES;
BounceType "Hexen";
BounceFactor 0.3;
WallBounceFactor 0.3;
Gravity 0.35;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !target )
{
Destroy();
return;
}
b = Spawn("ModuleHitbox",pos);
b.A_SetSize(6,6);
b.master = self;
anglevel = FRandom[TeleHand](3,5)*RandomPick[TeleHand](-1,1);
}
override bool CanCollideWith( Actor other, bool passive )
{
return (other != tracer);
}
override void Tick()
{
Super.Tick();
if ( bAMBUSH && !Random[Transloc](0,40) )
{
A_PlaySound("transloc/spark");
int numpt = Random[Transloc](20,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Transloc](128,192));
}
numpt = Random[Transloc](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Transloc](-1,1),FRandom[Transloc](-1,1),FRandom[Transloc](-1,1)).unit()*FRandom[Transloc](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
}
}
States
{
Spawn:
TMOD A 1
{
angle += anglevel;
}
Wait;
Bounce:
TMOD A 0
{
if ( alreadyhit )
{
ClearBounce();
ExplodeMissile();
}
else
{
anglevel = FRandom[TeleHand](5,30)*RandomPick[TeleHand](-1,1);
A_PlaySound("transloc/bounce");
if ( BlockingFloor || (tracer && (pos.z >= tracer.pos.z+tracer.height) && tracer.bACTLIKEBRIDGE) ) alreadyhit = true;
}
}
Goto Spawn;
Death:
TMOD A -1
{
if ( tracer && !tracer.bACTLIKEBRIDGE )
{
SetOrigin(tracer.Vec2OffsetZ(0,0,pos.z),false);
vel.xy *= 0;
tracer = null;
bHITTRACER = false;
}
}
Stop;
}
}
Class UTranslocator : UnrealWeapon
{
Actor module;
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto || !sting_telegun ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto && sting_telegun ) return;
if ( Owner ) Owner.RemoveInventory(self);
Destroy();
}
override void DoEffect()
{
Super.DoEffect();
if ( Ammo1 ) Ammo1.Amount = module?1:2;
}
action void A_ThrowModule()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("telehand/throw",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoSwing(self,(FRandom[Translocator](0.2,-0.4),FRandom[Translocator](0.2,-0.7)),2,-0.3,3,SWING_Spring,2,3);
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-8*y-12*z);
let p = Spawn("UTranslocatorModule",origin);
p.target = self;
p.angle = angle;
p.pitch = BulletSlope();
p.A_SetSize(radius);
Vector3 dir = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch));
dir.z += 0.35*(1-abs(dir.z));
p.vel = dir*p.speed;
invoker.module = p;
}
action void A_ReturnModule()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_PlaySound("transloc/return",CHAN_WEAPON);
invoker.FireEffect();
UTMainHandler.DoSwing(self,(FRandom[Translocator](-0.2,-0.4),FRandom[Translocator](-0.2,0.7)),3,-1,2,SWING_Spring,2,2);
if ( invoker.module && invoker.module.bAMBUSH )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
if ( invoker.module ) invoker.module.Destroy();
}
action void A_Translocate()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( !invoker.module )
{
invoker.FireEffect();
A_PlaySound("transloc/return",CHAN_WEAPON);
return;
}
// check if there's enough space
Vector3 oldpos = pos, newpos = invoker.module.pos;
double modulefloorz = invoker.module.floorz, moduleceilingz = invoker.module.ceilingz;
bool bBroken = invoker.module.bAMBUSH;
invoker.module.Destroy();
invoker.FireEffect();
// squeeze down new z if ceiling is in the way
if ( (newpos.z+height > moduleceilingz) ) newpos.z = max(modulefloorz,moduleceilingz-height);
// temporarily disable telefragging for all allies
bool oldnotele[MAXPLAYERS];
for ( int i=0; i<MAXPLAYERS; i++ )
{
if ( !playeringame[i] || !players[i].mo ) continue;
oldnotele[i] = players[i].mo.bNOTELEFRAG;
if ( !IsFriend(players[i].mo) ) continue;
players[i].mo.bNOTELEFRAG = true;
}
if ( Warp(self,newpos.x,newpos.y,newpos.z,flags:WARPF_ABSOLUTEPOSITION|WARPF_TESTONLY) && TeleportMove(newpos,true) )
{
A_PlaySound("flak/click",CHAN_WEAPON);
SpawnTeleportFog(oldpos,true,false);
SpawnTeleportFog(newpos,false,false);
player.fov = min(175,player.desiredfov+60);
}
else A_PlaySound("transloc/return",CHAN_WEAPON);
for ( int i=0; i<MAXPLAYERS; i++ )
{
if ( !playeringame[i] || !players[i].mo ) continue;
players[i].mo.bNOTELEFRAG = oldnotele[i];
}
if ( bBroken )
{
UTMainHandler.DoFlash(self,Color(255,255,255,255),50);
A_PlaySound("transloc/spark",CHAN_WEAPON);
DamageMobj(invoker,self,int.max,'Telefrag',DMG_THRUSTLESS);
}
}
override void OnDestroy()
{
Super.OnDestroy();
if ( module ) module.Destroy();
}
Default
{
Tag "$T_TELEGUN";
Inventory.PickupMessage "$I_TELEGUN";
Weapon.SlotNumber 1;
Weapon.SelectionOrder 9000;
Weapon.SlotPriority 0.1;
Weapon.AmmoType1 "UTranslocatorAmmo";
Weapon.AmmoUse1 1;
Weapon.AmmoType2 "UTranslocatorAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 2;
UTWeapon.DropAmmo 2;
+WEAPON.NO_AUTO_SWITCH;
+WEAPON.CHEATNOTWEAPON;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
}
States
{
Spawn:
TLCP A -1;
Stop;
TLCP B -1;
Stop;
Select:
TLCS A 1 A_Raise(int.max);
Wait;
Ready:
TLCS ABCDEFGH 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1 A_WeaponReady(WRF_ALLOWRELOAD);
Wait;
Idle:
TLCI A 0 A_Overlay(-9999,"Dummy");
TLCI ABCDEFG 20 A_Jump(16,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 6 { invoker.special1 = Random[TeleHand](2,5); }
TLCT ABCDEFGHI 3 A_SetTics(invoker.special1);
Goto Idle+1;
Fire:
TLCF A 0 A_Overlay(-9999,"Null");
TLCF A 0 A_JumpIf(invoker.module,"Recall");
TLCF ABCDEF 2;
TLCF G 0 A_ThrowModule();
TLCF GHIJKLMNOPQRSTUVWXY 2;
Goto Idle;
Recall:
TLCR ABCDEF 2;
TLCR G 0 A_ReturnModule();
TLCR GHIJKLM 2;
Goto Idle;
AltFire:
TLCA A 0 A_Overlay(-9999,"Null");
TLCA A 0 A_JumpIf(!invoker.module,"Reload");
TLCA ABCDE 2;
TLCA A 0 A_Translocate();
TLCA FGHIJKL 2;
Goto Idle;
Reload:
TLCB A 0 A_Overlay(-9999,"Null");
TLCB ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 2;
TLB2 AB 2;
Goto Idle;
Deselect:
TLCD A 0 A_Overlay(-9999,"Null");
TLCD ABCDEF 1;
TLCD F 1 A_Lower(int.max);
}
}