stinger_m/zscript/impaler.zsc

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Text

Class ImpalerAmmo : Ammo
{
Default
{
Tag "$T_IMPAMMO";
Inventory.Icon "I_Impale";
Inventory.PickupMessage "$T_IMPAMMO";
Inventory.Amount 3;
Inventory.MaxAmount 15;
Ammo.BackpackAmount 3;
Ammo.BackpackMaxAmount 30;
Ammo.DropAmount 3;
+INVENTORY.IGNORESKILL;
}
States
{
Spawn:
IAMO A -1;
Stop;
}
}
Class ImpalerAmmo2 : ImpalerAmmo
{
Default
{
Tag "$T_IMPAMMO2";
Inventory.PickupMessage "$T_IMPAMMO2";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
}
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 ImpalerProjectile : Actor
{
Default
{
Obituary "$O_IMPALER1";
DamageType 'Impaler';
Speed 30;
Radius 4;
Height 4;
PROJECTILE;
+SKYEXPLODE;
+EXPLODEONWATER;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
}
action void A_ImpalerHit()
{
bFORCEXYBILLBOARD = true;
scale *= 2.+special1*0.01;
A_AlertMonsters();
A_SetRenderStyle(1.,STYLE_Add);
A_NoGravity();
A_Explode(90+special1,120+special1/2);
UTMainHandler.DoBlast(self,120+special1/2,40000);
A_QuakeEx(2,2,2,5,0,250+special1/2,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120+special1/2,rollintensity:0.2);
A_PlaySound("impaler/hit",CHAN_VOICE);
A_SprayDecal("WallCrack",20);
Spawn("ImpalerBurstLight",pos);
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 = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(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 = (cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[Impaler](.3,.8);
c.SetShade(Color(4,1,3)*Random[Impaler](48,63));
c.bBRIGHT = true;
c.alpha *= .5;
}
}
States
{
Spawn:
TPRJ A -1;
Stop;
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 int, int, bool, bool GetClipAmount()
{
return ClipCount, -1, (ClipCount<10), false;
}
action void A_ImpalerFire()
{
A_Overlay(-9999,"Null");
A_Overlay(-3,"Null");
A_Overlay(-2,"Null");
A_PlaySound("impaler/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(16,224,64,255),1);
UTMainHandler.DoSwing(self,(FRandom[Impaler](-0.1,-0.2),FRandom[Impaler](-0.1,0.1)),4,-1.5,2,SWING_Spring,2,2);
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
invoker.HasGem = false;
invoker.ClipCount = -1;
Vector3 x, y, z;
[x, y, z] = dt_Matrix4.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-4*z);
Actor p = Spawn("ImpalerProjectile",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.roll = FRandom[Impaler](0,360);
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
p.target = self;
p.special1 = invoker.clipcount*3;
}
action void A_StartBeam()
{
}
action void A_DrainAmmo()
{
}
action void A_StopBeam()
{
}
private action bool TryHit( double angle, int dmg )
{
FTranslatedLineTarget t;
double slope = AimLineAttack(angle,DEFMELEERANGE*1.5,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*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_PlaySound("impaler/wall",CHAN_WEAPON);
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("impaler/flesh",CHAN_WEAPON);
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()
{
UTMainHandler.DoSwing(self,(FRandom[Impaler](-1,1),FRandom[Impaler](-1,1)),0.3,-0.2,2,SWING_Spring,0,2);
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();
if ( Owner.player.ReadyWeapon != self ) return;
if ( (Owner.waterlevel > 2) && !(level.maptime%5) )
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";
Inventory.PickupMessage "$I_IMPALER";
Weapon.UpSound "impaler/select";
Weapon.SlotNumber 7;
Weapon.SelectionOrder 0;
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;
}
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 ) flags |= WRF_ALLOWRELOAD;
if ( invoker.HasGem && (invoker.ClipCount <= 0) ) 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_PlaySound("impaler/stab",CHAN_WEAPON);
}
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");
A_Overlay(-3,"GemAltFire");
A_Overlay(-2,"ZapAltFire");
A_PlaySound("impaler/altfire",CHAN_WEAPON,looping:true);
return ResolveState(null);
}
IMPA ABCDEFGH 2;
Goto AltHold;
AltHold:
IMPA IJKLMNOP 2;
Goto AltRelease;
AltRelease:
IMPA Q 0
{
A_Overlay(-3,"GemAltRelease");
A_Overlay(-2,"ZapAltRelease");
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
}
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.DepleteAmmo(false,true,1);
invoker.ClipCount = invoker.default.ClipCount;
}
A_Overlay(-3,"GemUp");
A_Overlay(-2,"ZapUp");
A_OverlayFlags(-2,PSPF_RenderStyle|PSPF_Alpha,true);
A_OverlayRenderStyle(-2,STYLE_Add);
A_PlaySound("impaler/gem",CHAN_WEAPON,looping:true);
}
else
{
A_Overlay(-3,"GemDown");
A_Overlay(-2,"ZapDown");
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
}
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;
A_Overlay(-3,"GemDown");
A_Overlay(-2,"ZapDown");
A_PlaySound("impaler/gemdown",CHAN_WEAPON);
}
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;
MuzzleFlash:
IMFF A 3 Bright
{
let l = Spawn("ImpalerLight",pos);
l.target = self;
}
Stop;
}
}