stinger_m/zscript/flamegun.zsc
Marisa Kirisame ff01ab2146 Release Candidate 4 (may be final):
- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
- Betamag defaults to both having the 0.83 skin, other options put on add-ons.
- Adjustments to bullet casings.
- Fixed flames producing water splashes.
- Fixed female models having male gibs.
- Corrected ASMD ball hit behavior to match Unreal.
- Added bubble trail to Stinger when underwater.
2019-10-16 18:13:03 +02:00

512 lines
12 KiB
Text

Class UFireLight : PaletteLight
{
Default
{
Tag "FlamG";
Args 0,0,0,60;
}
}
Class UFireTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+FORCEXYBILLBOARD;
+NOTELEPORT;
Scale 0.5;
Alpha 0.2;
}
override void Tick()
{
Super.Tick();
if ( !target || !target.bMISSILE )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
}
States
{
Spawn:
FGFL A -1 Bright;
Stop;
}
}
Class UFireball : Actor
{
Vector3 Acceleration;
double spreadf, maxspeed;
int ns, nsp;
property SpreadFactor : spreadf;
property NumSmokes : ns;
property NumSparks : nsp;
Default
{
DamageType 'Fire';
DamageFunction 20;
Radius 4;
Height 4;
Speed 15;
PROJECTILE;
+SKYEXPLODE;
+EXPLODEONWATER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+FORCEXYBILLBOARD;
+DONTSPLASH;
UFireball.SpreadFactor 0.2;
UFireball.NumSmokes 1;
UFireball.NumSparks 2;
DeathSound "flamegun/exp";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
maxspeed = 30.;
if ( bAMBUSH ) return;
let l = Spawn("UFireTrail",pos);
l.target = self;
Acceleration = vel.unit()*50;
A_PlaySound("eightball/fly",CHAN_VOICE,.6,true,3.,pitch:1.5);
}
action void A_Spread()
{
vel += invoker.Acceleration/TICRATE;
vel += (FRandom[EWizFX](-1,1),FRandom[EWizFX](-1,1),FRandom[EWizFX](-1,1))*FRandom[EWizFX](.5,1.)*invoker.spreadf;
Vector3 dir = vel.unit();
if ( vel.length() > invoker.maxspeed ) vel = dir*invoker.maxspeed;
angle = atan2(dir.y,dir.x);
pitch = asin(-dir.z);
if ( waterlevel > 0 )
{
int numpt = Random[ExploS](10,15);
if ( bAMBUSH ) numpt /= 3;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](1,4);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.alpha *= 0.6;
s.scale *= FRandom[ExploS](0.9,2.0);
s.SetShade(Color(1,1,1)*Random[ExploS](64,128));
}
Destroy();
return;
}
for ( int i=0; i<invoker.ns; i++ )
{
if ( Random[FlameGun](0,2) ) continue;
let s = Spawn("UTSmoke",pos);
s.vel = (FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2));
s.vel += vel*0.2;
s.scale *= 0.5;
}
for ( int i=0; i<invoker.nsp; i++ )
{
if ( Random[FlameGun](0,6) ) continue;
let s = Spawn("UTSpark",pos);
s.vel = (FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2));
s.ClearBounce();
s.gravity *= 0.1;
s.A_SetTranslation('FlamGSpark');
}
}
action void A_FireballExplo()
{
A_SetRenderStyle(1.,STYLE_Add);
A_NoGravity();
if ( bAMBUSH )
{
A_Explode(GetMissileDamage(0,0),20);
UTMainHandler.DoBlast(self,20,3000);
}
else
{
Spawn("UFireLight",pos);
A_Explode(GetMissileDamage(0,0),60);
UTMainHandler.DoBlast(self,60,9000);
A_PlaySound(DeathSound,CHAN_VOICE,attenuation:1.5,pitch:FRandom[ExploS](0.8,1.2));
}
A_SprayDecal("SmallRocketBlast");
Scale *= FRandom[ExploS](0.6,0.9);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
int numpt = Random[ExploS](10,15);
if ( bAMBUSH ) numpt /= 3;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](2,8);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.scale *= FRandom[ExploS](0.9,1.5);
s.SetShade(Color(1,1,1)*Random[ExploS](64,128));
}
numpt = Random[ExploS](6,12);
if ( bAMBUSH ) numpt /= 3;
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.vel = pvel;
}
numpt = Random[ExploS](10,20);
if ( bAMBUSH ) numpt /= 3;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[ExploS](0.9,1.3);
}
}
override void Tick()
{
Super.Tick();
if ( !isFrozen() && InStateSequence(CurState,FindState("Spawn")) )
A_Spread();
}
States
{
Spawn:
FIRB ABCDEFGHIJK 2 Bright;
Loop;
Death:
TNT1 A 0 A_FireballExplo();
FGEX ABCDEFGH 2 Bright;
Stop;
}
}
Class UFireball2 : UFireball
{
Default
{
Radius 8;
Height 8;
DamageFunction 50;
Speed 3;
Scale 1.5;
UFireball.SpreadFactor 0.35;
UFireball.NumSmokes 6;
UFireball.NumSparks 12;
DeathSound "flamegun/exp2";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
Acceleration = vel.unit()*150;
maxspeed = 50.;
A_PlaySound("eightball/fly",CHAN_VOICE,1.,true,1.5,pitch:.85);
}
action void A_FireballExplo2()
{
scale *= 2.;
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);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](4,9);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.scale *= FRandom[ExploS](1.9,2.5);
s.SetShade(Color(1,1,1)*Random[ExploS](32,64));
}
Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
if ( CurSector == BlockingLine.frontsector ) HitNormal *= -1;
}
else if ( BlockingFloor )
{
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = BlockingFloor.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
F3DFloor ff = null;
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = BlockingCeiling.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
for ( int i=0; i<20; i++ )
{
dir = (HitNormal*1.1+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit();
let s = Spawn("UFireballEmber",level.Vec3Offset(pos,HitNormal*2));
s.vel = dir*s.speed*FRandom[ExploS](0.6,1.8);
s.angle = atan2(dir.y,dir.x);
s.pitch = asin(-dir.z);
s.target = target;
s.bHITOWNER = true;
}
}
States
{
Death:
TNT1 A 0 A_FireballExplo2();
Goto Super::Death;
}
}
Class UFireballEmber : UFireball
{
Default
{
DamageFunction 5;
+AMBUSH;
-NOGRAVITY;
Gravity 0.3;
Speed 8;
UFireball.SpreadFactor 0.5;
UFireball.NumSmokes 1;
UFireball.NumSparks 1;
DeathSound "";
}
States
{
Death:
TNT1 A 0
{
Scale *= 0.4;
}
Goto Super::Death;
}
}
Class FlameGun : UnrealWeapon
{
bool bCharging;
Default
{
Tag "$T_FLAMEGUN";
Inventory.PickupMessage "$I_FLAMEGUN";
Weapon.UpSound "flamegun/select";
Weapon.SlotNumber 5;
Weapon.SelectionOrder 1200;
Weapon.SlotPriority 0.9;
Weapon.AmmoType "FlameAmmo";
Weapon.AmmoUse 10;
Weapon.AmmoType2 "FlameAmmo";
Weapon.AmmoUse2 20;
Weapon.AmmoGive 100;
UTWeapon.DropAmmo 50;
}
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("RocketLauncher",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();
}
}
action void A_FlameGunFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,96,255,0),1);
if ( bAlt )
{
A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.6,-0.5),FRandom[FlameGun](-0.3,0.3)),4,-1,5,SWING_Spring,3,2.5);
}
else
{
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.3,-0.2),FRandom[FlameGun](-0.2,0.2)),4,-1,3,SWING_Spring,2,2);
}
if ( !Dampener.Active(self) ) A_AlertMonsters();
Vector3 x, y, z, x2, y2, z2, dir;
double a, s;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-z);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
for ( int i=0; i<(bAlt?1:3); i++ )
{
a = FRandom[FlameGun](0,360);
s = FRandom[FlameGun](0,bAlt?0.:.06);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
let p = Spawn(bAlt?"UFireball2":"UFireball",origin);
p.angle = atan2(dir.y,dir.x);
p.pitch = asin(-dir.z);
p.vel = dir*p.speed;
p.target = self;
}
int numpt = Random[FlameGun](10,15);
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTViewSpark",origin);
UTViewSpark(s).ofs = (10,3,-1);
UTViewSpark(s).vvel = (FRandom[FlameGun](3,12),FRandom[FlameGun](-2,2),FRandom[FFlameGun](-2,2));
s.target = self;
s.A_SetTranslation('FlamGSpark');
}
for ( int i=0; i<8; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,3,-1);
UTViewSmoke(s).vvel = (FRandom[FlameGun](0,1.2),FRandom[FlameGun](-.3,.3),FRandom[FlameGun](-.3,.3));
s.target = self;
s.scale *= 1.6;
s.alpha *= 0.5;
}
}
States
{
Spawn:
FGNP A -1;
Stop;
FGNP B -1;
Stop;
Select:
FGNS A 1 A_Raise(int.max);
Wait;
Ready:
FGNS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1
{
A_CheckReload();
int flags = (waterlevel>=2)?WRF_NOFIRE:0;
if ( invoker.Ammo1.Amount < 30 )
flags |= WRF_NOSECONDARY;
A_WeaponReady(flags);
}
Wait;
Idle:
FGNI A 0 A_Overlay(-9999,"Dummy");
FGNI ABCDEFG 12;
FGNI A 0 A_Jump(40,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2 A_PlaySound("flamegun/idle",CHAN_6,Dampener.Active(self)?.1:1.);
FGNT ABCDEFGHIJKLM 3;
Goto Idle+1;
Fire:
#### # 1 A_Overlay(-9999,"Null");
FGNF A 2
{
invoker.special1 = 0;
A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
Hold:
FGNF B 1 A_FlameGunFire();
FGNF CDEFG 1;
FGNF H 0
{
invoker.special1++;
if ( invoker.CheckAmmo(0,false,true) && (waterlevel < 2) && (invoker.special1 < 3) )
A_Refire("Refire");
}
FGNF H 0 A_ClearRefire();
FGNF HIJ 2;
FGNT A 0
{
if ( invoker.CheckAmmo(0,false,true) && (waterlevel < 2) && (invoker.special1 < 3) )
A_Refire("Fire");
}
FGNT A 0
{
invoker.special1 = 0;
A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
A_ClearRefire();
}
FGNT ABCDEFGHIJKLM 2;
Goto Idle;
Refire:
FGNF H 2 A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
Goto Hold;
AltFire:
#### # 1 A_Overlay(-9999,"Null");
FGNF A 1
{
A_PlaySound("flamegun/charge",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
FGNF A 1
{
invoker.special1++;
A_WeaponOffset(FRandom[FlameGun](-.1,.1)*invoker.special1,32+FRandom[FlameGun](-.1,.1)*invoker.special1);
return A_JumpIf(invoker.special1>40,"AltRelease");
}
Wait;
AltRelease:
FGNF B 2
{
invoker.special1 = 0;
A_WeaponOffset(0,32);
A_FlameGunFire(true);
}
FGNF CDEFGHIJ 2;
FGNT ABCDEFGHIJKLM 2;
Goto Idle;
Deselect:
FGND A 1 A_Overlay(-9999,"Null");
FGND BCDEFGHIJ 1;
FGND J 1 A_Lower(int.max);
Wait;
}
}