- Fix inventory items not removing themselves when fully drained and no more copies are held. - Fixed Minigun playing the unwind animation on player death. - Fixed main hand Automag still firing when out of ammo dual wielding. - Corrected name clash between two explosion sounds. - Fixed suits still protecting from elemental damage when depleted. - Add option to wear all suits simultaneously. - Stunner now consumes Stinger ammo to recharge, this is more in line with the Unreal Bible. - Max damage per explosion capped to 100 for Stinger. Prevents ludicrous map-clearing explosions with an amplified asmd combo. - Shoot-through lines can now be activated by hitscan/beam weapons thanks to new DT "bullet trail" feature. No more softlocks in custom maps. - Added option to make Peacemaker missiles not seek owner and allies. - Peacemaker missiles start seeking targets much earlier, making it more viable indoors. - Autocannon has had its damage increased again. - Adjusted swingers for many weapons to feel a bit more natural. Still far from perfect. - Reverted changes to Flamethrower projectile density, and simply made it have less dynamic lights. - Adjustments to armors. Suit elemental resistances now take priority (as intended). [please redownload your DT devbuild for full effect] - Added ring effect for 6-rocket tight wad. Completely forgot this was a thing. - Fixed flashlight not clearing its dynlights when depleted and still having copies.
209 lines
6.1 KiB
Text
209 lines
6.1 KiB
Text
Class Bonesaw : UnrealWeapon
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{
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override bool TryPickup( in out Actor toucher )
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{
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if ( !sting_proto || !sting_dubious ) return false; // not allowed
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return Super.TryPickup(toucher);
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}
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override void Tick()
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{
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Super.Tick();
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if ( sting_proto && sting_dubious ) return;
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if ( !Owner )
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{
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let r = Spawn("Chainsaw",pos,ALLOW_REPLACE);
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r.spawnangle = spawnangle;
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r.spawnpoint = spawnpoint;
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r.angle = angle;
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r.pitch = pitch;
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r.roll = roll;
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r.special = special;
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r.args[0] = args[0];
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r.args[1] = args[1];
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r.args[2] = args[2];
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r.args[3] = args[3];
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r.args[4] = args[4];
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r.ChangeTid(tid);
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r.SpawnFlags = SpawnFlags&~MTF_SECRET;
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r.HandleSpawnFlags();
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r.SpawnFlags = SpawnFlags;
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r.bCountSecret = SpawnFlags&MTF_SECRET;
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r.vel = vel;
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r.master = master;
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r.target = target;
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r.tracer = tracer;
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r.bDropped = bDropped;
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Destroy();
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}
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else
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{
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Owner.RemoveInventory(self);
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Destroy();
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}
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}
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override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
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{
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if ( !bAltFire )
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP2":"$O_RAZORCLAW2");
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return StringTable.Localize((mod=='Decapitated')?"$O_RAZORCLAWDECAP1":"$O_RAZORCLAW1");
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}
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private action bool TryHit( double angle, int dmg )
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{
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FTranslatedLineTarget t;
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double slope = AimLineAttack(angle,DEFMELEERANGE,t,0.,ALF_CHECK3D);
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FLineTraceData d;
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Vector3 x, y, z, origin;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),y*4-z*4);
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LineTrace(angle,DEFMELEERANGE,slope,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
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if ( d.HitType != TRACE_HitNone )
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{
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if ( d.HitType == TRACE_HitActor )
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{
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if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.8) )
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dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'slashed',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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UTMainHandler.DoKnockback(d.HitActor,d.HitDir,-7000);
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UTMainHandler.DoKnockback(self,-d.HitDir,-2000);
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if ( d.HitActor.player ) d.HitActor.A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.25);
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if ( !d.HitActor.bNOBLOOD )
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{
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d.HitActor.TraceBleed(dmg,invoker);
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d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
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}
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}
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else if ( d.HitType == TRACE_HitWall )
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d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
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A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
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if ( !d.HitActor || d.HitActor.bNOBLOOD )
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{
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A_PlaySound("ripper/hit",CHAN_6);
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let p = Spawn("SawImpact",d.HitLocation-d.HitDir*4);
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p.angle = atan2(d.HitDir.y,d.HitDir.x);
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p.pitch = asin(-d.HitDir.z);
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}
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else A_PlaySound("ripper/flesh",CHAN_6);
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A_AlertMonsters();
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if ( invoker.bAltFire ) A_QuakeEx(3,3,3,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.13);
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else A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.06);
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return true;
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}
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return false;
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}
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action void A_Slice()
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{
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UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-1,1),FRandom[Bonesaw](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
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invoker.special1++;
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if ( invoker.special1 < 5 ) return;
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invoker.special1 = 0;
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invoker.FireEffect();
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),6) || TryHit(angle-i*(45./16),6) ) return;
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}
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action void A_Clamp()
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{
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invoker.FireEffect();
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for ( int i=0; i<8; i++ ) if ( TryHit(angle+i*(45./16),30) || TryHit(angle-i*(45./16),30) ) return;
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}
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Default
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{
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Tag "$T_RAZORCLAW";
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Inventory.PickupMessage "$I_RAZORCLAW";
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Weapon.UpSound "bonesaw/select";
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Weapon.SlotNumber 1;
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Weapon.SelectionOrder 5500;
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Weapon.SlotPriority 0.9;
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+WEAPON.MELEEWEAPON;
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}
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States
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{
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Spawn:
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CSWP A -1;
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Stop;
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CSWP B -1;
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Stop;
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Select:
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CSWS A 1 A_Raise(int.max);
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Wait;
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Ready:
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CSWS ABCDEFGHI 2 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Dummy:
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TNT1 A 1 A_WeaponReady();
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Wait;
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Idle:
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#### # 2 A_Overlay(-9999,"Dummy");
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CSWI ABCDE 15;
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CSWI A 0 A_Jump(32,"Twiddle");
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Goto Idle+1;
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Twiddle:
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#### # 2;
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CSWT ABCDEFGHIJKLM 3;
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CSWI A 3;
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Goto Idle;
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Fire:
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#### # 2
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("bonesaw/spin",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
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invoker.special2 = 0;
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}
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CSWF ABCDEFGHIJKLMNO 1
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{
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invoker.special2++;
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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}
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CSWF PQRSTUVWX 1
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{
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invoker.special2++;
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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A_Slice();
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}
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Goto Hold;
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Hold:
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CSWH A 0 A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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CSWH ABCDEFGHIJKLMNOPQR 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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A_Slice();
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}
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CSWH A 0 A_Refire("Hold");
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Goto Release;
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Release:
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CSWR A 0 A_PlaySound("bonesaw/spinend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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CSWR ABCDEFGHI 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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invoker.special2--;
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A_Slice();
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}
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CSWR JKLMNOPQRSTUVWX 1
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{
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A_WeaponOffset(0+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,32+FRandom[Bonesaw](-0.1,0.1)*invoker.special2,WOF_INTERPOLATE);
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invoker.special2--;
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}
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Goto Idle;
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AltFire:
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#### # 1
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{
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A_Overlay(-9999,"Null");
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A_PlaySound("bonesaw/claw",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](-0.2,-0.3)),4,0.2,8,SWING_Spring,2,2.);
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}
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CSWA ABC 2;
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CSWA D 0
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{
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UTMainHandler.DoSwing(self,(FRandom[Bonesaw](-0.1,0.1),FRandom[Bonesaw](0.8,0.5)),6,-1,8,SWING_Spring,2,1.2);
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}
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CSWA DEF 1;
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CSWA G 0 A_Clamp();
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CSWA GH 1;
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CSWA IJLMN 3;
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CSWI A 3;
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Goto Idle;
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Deselect:
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CSWD A 1 A_Overlay(-9999,"Null");
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CSWD ABCDEFGHI 1;
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CSWD I 1 A_Lower(int.max);
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Wait;
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}
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}
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