stinger_m/zscript/miscitems.zsc
Marisa the Magician 1c84fc4e88 4.10 support:
- CORRECTPIXELSTRETCH where needed on models.
 - Replace CoordUtil.GetAxes with quaternion version.
2022-12-05 16:56:52 +01:00

2587 lines
60 KiB
Text

// Backpack that only gives ammo for valid weapons
Class UnrealBackpack : UTBackpack
{
override void DoPickupSpecial( Actor toucher )
{
Super.DoPickupSpecial(toucher);
if ( gameinfo.gametype&GAME_DOOMCHEX )
{
static const Class<Inventory> xitems[] = {"Flare", "Seeds", "VoiceBox", "ForceField", "Dampener", "Peacemaker", "SentryGunItem"};
int xitemn[7];
xitemn[0] = max(0,Random[BackpackExtra](-1,3));
xitemn[1] = max(0,Random[BackpackExtra](-1,3));
xitemn[2] = max(0,Random[BackpackExtra](-2,1));
xitemn[3] = max(0,Random[BackpackExtra](-2,1));
xitemn[4] = max(0,Random[BackpackExtra](-1,1));
xitemn[5] = max(0,Random[BackpackExtra](-2,1));
xitemn[6] = max(0,Random[BackpackExtra](-2,1));
// random doubling
if ( !Random[BackpackExtra](0,4) ) xitemn[0] *= 2;
if ( !Random[BackpackExtra](0,4) ) xitemn[1] *= 2;
if ( !Random[BackpackExtra](0,7) ) xitemn[2] *= 2;
if ( !Random[BackpackExtra](0,6) ) xitemn[3] *= 2;
if ( !Random[BackpackExtra](0,5) ) xitemn[4] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[5] *= 2;
if ( !Random[BackpackExtra](0,9) ) xitemn[6] *= 2;
for ( int i=0; i<(sting_proto?7:5); i++ )
{
if ( xitemn[i] <= 0 ) continue;
toucher.GiveInventory(xitems[i],xitemn[i]);
}
}
}
}
Class UTranslator : UnrealInventory
{
bool bNewMessage, bNotNewMessage;
string NewMessage, Hint;
Array<String> OldMessages, OldHints;
override void Travelled()
{
Super.Travelled();
NewMessage = Hint = "";
OldMessages.Clear();
OldHints.Clear();
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
if ( Owner.player == players[consoleplayer] )
Menu.SetMenu('TranslatorMenu');
bNewMessage = bNotNewmessage = false;
return false;
}
void AddMessage( String msg, String hnt )
{
int found = -1;
for ( int i=0; i<OldMessages.Size(); i++ )
{
if ( OldMessages[i] != msg ) continue;
found = i;
}
if ( found != -1 )
{
OldMessages.Delete(found);
OldHints.Delete(found);
}
if ( (NewMessage != msg) && (NewMessage.Length() > 0) )
{
OldMessages.Push(NewMessage);
OldHints.Push(Hint);
}
NewMessage = msg;
Hint = hnt;
}
Default
{
Tag "$T_TRANSLATOR";
Inventory.PickupMessage "$I_TRANSLATOR";
Inventory.Icon "I_Tran";
Inventory.MaxAmount 1;
}
States
{
Spawn:
TRNS A -1;
Stop;
}
}
// To be placed by mappers
// Uses two UDMF-settable user strings
// AMBUSH: only triggered by script activation, not touch
Class TranslatorEvent : Actor
{
String user_message, user_hint;
Array<Actor> Touchers;
Default
{
Radius 40;
Height 80;
+SPECIAL;
+NOGRAVITY;
+INVISIBLE;
}
virtual void TriggerMessage( Actor who )
{
if ( special1 > gametic ) return;
let Translator = UTranslator(who.FindInventory("UTranslator"));
if ( !Translator ) return;
special1 = gametic+8;
if ( who.CheckLocalView() )
{
if ( special2 ) Console.Printf(StringTable.Localize("$TR_MSG"));
else Console.Printf(StringTable.Localize("$TR_NEWMSG"));
S_StartSound("translator/event",CHAN_VOICE,CHANF_UI);
}
Translator.AddMessage(user_message,user_hint);
if ( special2 ) Translator.bNotNewMessage = true;
else Translator.bNewMessage = true;
special2 = 1;
}
// GZDoom doesn't have Touch/UnTouch like UE1 so I have to improvise
override void Tick()
{
Super.Tick();
for ( int i=0; i<Touchers.Size(); i++ )
{
bool deletthis = false;
if ( Touchers[i].pos.x+Touchers[i].radius < pos.x-radius ) deletthis = true;
if ( Touchers[i].pos.x-Touchers[i].radius > pos.x+radius ) deletthis = true;
if ( Touchers[i].pos.y+Touchers[i].radius < pos.y-radius ) deletthis = true;
if ( Touchers[i].pos.y-Touchers[i].radius > pos.y+radius ) deletthis = true;
if ( Touchers[i].pos.z+Touchers[i].height < pos.z ) deletthis = true;
if ( Touchers[i].pos.z > pos.z+height ) deletthis = true;
if ( !deletthis ) continue;
Touchers.Delete(i);
i--;
}
}
override void Touch( Actor toucher )
{
if ( bAMBUSH || !toucher || !toucher.player ) return;
for ( int i=0; i<Touchers.Size(); i++ ) if ( Touchers[i] == toucher ) return;
Touchers.Push(toucher);
TriggerMessage(toucher);
}
override void Activate( Actor activator )
{
if ( !activator || !activator.player ) return;
TriggerMessage(activator);
}
States
{
Spawn:
SMSG A -1;
Stop;
}
}
Class VoiceBox : UnrealInventory
{
Actor box;
Default
{
Tag "$T_VOICEBOX";
Inventory.PickupMessage "$I_VOICEBOX";
Inventory.Icon "I_VoiceB";
Inventory.MaxAmount 2;
UnrealInventory.Charge 600;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bActive ) return;
if ( box ) Charge = box.ReactionTime;
else
{
Charge = DefaultCharge;
bActive = false;
Amount--;
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
override bool Use( bool pickup )
{
if ( pickup || bActive ) return false;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll);
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*20-z*8);
box = Spawn("VoiceBoxActive",origin);
box.ReactionTime = Charge;
box.vel = x*9.;
box.vel.z += 1.;
box.target = Owner;
box.angle = Owner.angle;
box.pitch = Owner.pitch;
bActive = true;
return false;
}
States
{
Spawn:
VBOX A -1;
Stop;
}
}
Class VoiceBoxHitbox : Actor
{
Default
{
Tag "$T_VOICEBOX";
Radius 6;
Height 9;
Health 60;
+SHOOTABLE;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOBLOOD;
+NOTELEPORT;
}
override void Tick()
{
Super.Tick();
if ( !master )
{
Destroy();
return;
}
SetOrigin(master.pos,true);
}
override void Die( Actor source, Actor inflictor, int dmgflags, Name MeansOfDeath )
{
if ( master ) master.ReactionTime = 0;
Super.Die(source,inflictor,dmgflags,MeansOfDeath);
}
}
Class VoiceBoxActive : Actor
{
Mixin UMissileFix;
Actor b;
double desiredangle, anglevel, oldangle;
override void PostBeginPlay()
{
Super.PostBeginPlay();
b = Spawn("VoiceBoxHitbox",pos);
b.master = self;
desiredangle = FRandom[Junk](0,360);
anglevel = FRandom[Junk](5,15);
}
action void A_VoiceBoxPlay()
{
static const String BattleSounds[] =
{
"automag/shot",
"eightball/explode",
"automag/shot",
"automag/shot",
"uflak/altfire",
"eightball/explode",
"uflak/fire",
"asmd/fire",
"stinger/hit2",
"automag/shot"
};
if ( invoker.b ) invoker.b.A_AlertMonsters(0,AMF_TARGETEMITTER);
for ( int i=0; i<10; i++ ) if ( !Random[Voicebox](0,30) ) A_StartSound(BattleSounds[i],CHAN_VOICE,CHANF_OVERLAP,FRandom[Voicebox](0.5,1.0));
}
override void Tick()
{
oldangle = angle;
Super.Tick();
if ( deltaangle(angle,desiredangle) ~== 0 ) angle = desiredangle;
else angle += clamp(deltaangle(angle,desiredangle),-anglevel,anglevel);
}
Default
{
Radius 6;
Height 6;
PROJECTILE;
-NOGRAVITY;
+SKYEXPLODE;
+MOVEWITHSECTOR;
+CANBOUNCEWATER;
+BOUNCEAUTOOFF;
+BOUNCEAUTOOFFFLOORONLY;
+USEBOUNCESTATE;
+INTERPOLATEANGLES;
BounceType "Hexen";
BounceFactor 0.5;
BounceSound "transloc/bounce";
WallBounceFactor 0.5;
Gravity 0.35;
ReactionTime 200;
}
States
{
Spawn:
VBOX A -1;
Stop;
Bounce:
VBOX A 0 { angle = invoker.oldangle; }
Goto Spawn;
Death:
VBOX A 30
{
invoker.anglevel *= 0;
bMISSILE = false;
ClearBounce();
A_StartSound("voice/activate");
}
VBOX ABCDEFGHIJ 1
{
A_VoiceBoxPlay();
ReactionTime--;
return A_JumpIf(ReactionTime<=0,"Death2");
}
Goto Death+1;
Death2:
VBOX A 0
{
if ( invoker.b ) invoker.b.Destroy();
A_StartSound("flare/explode",CHAN_VOICE);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);
SetZ(pos.z+16);
Spawn("FlareXLight",pos);
bMOVEWITHSECTOR = false;
bFORCEXYBILLBOARD = true;
A_SetScale(FRandomPick[ExploS](-1.5,1.5),FRandomPick[ExploS](-1.5,1.5));
int numpt = Random[ExploS](15,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,3);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
}
numpt = Random[ExploS](9,18);
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](18,28);
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](0.9,2.7);
}
return A_Jump(256,"Explo1","Explo2","Explo3","Explo4","Explo5");
}
Explo1:
EXP1 ABCDEFGH 3 Bright;
Stop;
Explo2:
EXP2 ABCDEFGH 3 Bright;
Stop;
Explo3:
EXP3 ABCDEFGH 3 Bright;
Stop;
Explo4:
EXP4 ABCDEFGH 3 Bright;
Stop;
Explo5:
EXP5 ABCDEFGH 3 Bright;
Stop;
}
}
Class Flare : UnrealInventory
{
Default
{
Tag "$T_FLARES";
Inventory.PickupMessage "$I_FLARES";
Inventory.Icon "I_Flare";
Inventory.MaxAmount 20;
+UNREALINVENTORY.UNLIMITEDCOPIES;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll);
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
let a = Spawn("FlareThrown",origin);
a.target = Owner;
a.angle = Owner.angle;
a.pitch = Owner.pitch;
a.vel += x*a.speed;
return true;
}
States
{
Spawn:
FLAR A -1;
Stop;
}
}
Class FlareThrown : Actor
{
Mixin UMissileFix;
double pitchvel, anglevel, rollvel;
double desiredangle;
bool rotatetodesired;
double lastpitch, lastangle, lastroll;
Actor b;
Default
{
Radius 6;
Height 6;
+NOBLOCKMAP;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+USEBOUNCESTATE;
+INTERPOLATEANGLES;
+BOUNCEAUTOOFF;
+BOUNCEAUTOOFFFLOORONLY;
+NOTELEPORT;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
DamageType "Exploded";
Speed 12;
VSpeed 2;
Mass 1;
Gravity 0.35;
BounceType "Hexen";
WallBounceFactor 0.6;
BounceFactor 0.6;
ReactionTime 350;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
pitchvel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1);
}
override void Tick()
{
lastpitch = pitch;
lastangle = angle;
lastroll = roll;
Super.Tick();
if ( rotatetodesired )
{
if ( deltaangle(pitch,0) ~== 0 ) pitch = 0;
else pitch += clamp(deltaangle(pitch,0),-pitchvel,pitchvel);
if ( deltaangle(angle,desiredangle) ~== 0 ) angle = desiredangle;
else angle += clamp(deltaangle(angle,desiredangle),-anglevel,anglevel);
if ( deltaangle(roll,0) ~== 0 ) roll = 0;
else roll += clamp(deltaangle(roll,0),-rollvel,rollvel);
}
else
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
}
if ( ReactionTime <= 0 ) return;
if ( GetAge() < 9 ) return;
if ( waterlevel > 0 )
{
if ( tracer ) tracer.Destroy();
if ( b ) b.Destroy();
A_StopSound(CHAN_VOICE);
ReactionTime = 0;
return;
}
if ( !b )
{
A_StartSound("flare/on");
A_StartSound("flare/loop",CHAN_VOICE,CHANF_LOOPING,.5);
tracer = Spawn("FlareThrownX",pos);
tracer.angle = angle;
tracer.pitch = pitch;
tracer.target = self;
b = Spawn("FlareHitbox",pos);
b.master = self;
}
b.A_AlertMonsters(0,AMF_TARGETEMITTER);
ReactionTime--;
}
States
{
Spawn:
FLAR A 1 A_JumpIf(ReactionTime<=0,"Death");
Wait;
Bounce:
FLAR A 0
{
pitch = lastpitch;
angle = lastangle;
roll = lastroll;
rotatetodesired = true;
desiredangle = FRandom[Junk](0,360);
pitchvel = abs(pitchvel)*0.75;
anglevel = abs(anglevel)*0.75;
rollvel = abs(rollvel)*0.75;
}
Goto Spawn;
Death:
FLAR A 0
{
anglevel *= 0;
bMISSILE = false;
ClearBounce();
}
FLAR A 1
{
if ( waterlevel > 0 )
{
if ( tracer ) tracer.Destroy();
if ( b ) b.Destroy();
A_StopSound(CHAN_VOICE);
return ResolveState("Fizz");
}
return A_JumpIf(ReactionTime<=0,1);
}
Wait;
FLAR A 0
{
if ( tracer ) tracer.Destroy();
if ( b ) b.Destroy();
if ( waterlevel > 0 )
{
return ResolveState("Fizz");
}
A_StopSound(CHAN_VOICE);
A_StartSound("flare/explode");
A_Explode(50,50);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);
SetZ(pos.z+9);
Spawn("FlareXLight",pos);
bMOVEWITHSECTOR = false;
bFORCEXYBILLBOARD = true;
A_SetScale(FRandomPick[ExploS](-1.5,1.5),FRandomPick[ExploS](-1.5,1.5));
int numpt = Random[ExploS](10,20);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,3);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
}
numpt = Random[ExploS](6,15);
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](15,20);
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](0.9,2.7);
}
return A_Jump(256,"Explo1","Explo2","Explo3","Explo4","Explo5");
}
Explo1:
EXP1 ABCDEFGH 3 Bright;
Stop;
Explo2:
EXP2 ABCDEFGH 3 Bright;
Stop;
Explo3:
EXP3 ABCDEFGH 3 Bright;
Stop;
Explo4:
EXP4 ABCDEFGH 3 Bright;
Stop;
Explo5:
EXP5 ABCDEFGH 3 Bright;
Stop;
Fizz:
FLAR A 1
{
special1++;
if ( special1 > 150 ) A_FadeOut();
}
Wait;
}
}
Class FlareXLight : PaletteLight
{
Default
{
ReactionTime 25;
Args 0,0,0,80;
}
}
Class FlareHitbox : VoiceBoxHitbox
{
Default
{
Tag "$T_FLARES";
Radius 4;
Height 6;
Health 1;
}
}
Class FlareThrownX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+INTERPOLATEANGLES;
Radius 0.1;
Height 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
angle = target.angle;
pitch = target.pitch;
}
States
{
Spawn:
FLAR A -1 Bright;
Stop;
}
}
Class BetaFlare : UnrealInventory
{
Class<Actor> ThrownClass;
Property ThrownClass : ThrownClass;
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto || !sting_flares ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto && sting_flares ) return;
if ( Owner ) Owner.RemoveInventory(self);
Destroy();
}
override bool Use( bool pickup )
{
if ( pickup || bActive || (charge < defaultcharge) ) return false;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(Owner.angle,Owner.pitch,Owner.roll);
Vector3 origin = level.Vec3Offset(Owner.Vec2OffsetZ(0,0,Owner.player.viewz),x*10-z*8);
let a = Spawn(ThrownClass,origin);
a.target = Owner;
a.angle = Owner.angle;
a.pitch = Owner.pitch;
a.vel += x*a.speed;
for ( Inventory i=Owner.Inv; i; i=i.Inv )
{
if ( !(i is 'BetaFlare') ) continue;
UnrealInventory(i).bActive = true;
UnrealInventory(i).Charge = 0;
i.tracer = a;
}
return false;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bActive )
{
charge = min(defaultcharge,charge+1);
return;
}
else if ( !tracer ) bActive = false;
}
Default
{
Inventory.MaxAmount 1;
UnrealInventory.Charge 100;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
}
}
Class LightFlare : BetaFlare
{
Default
{
Tag "$T_LFLARES";
Inventory.Icon "I_FlarBL";
BetaFlare.ThrownClass "LightFlareThrown";
}
}
Class DarkFlare : BetaFlare
{
Default
{
Tag "$T_DFLARES";
Inventory.Icon "I_FlarBD";
BetaFlare.ThrownClass "DarkFlareThrown";
}
}
Class BetaFlareThrown : Actor
{
Mixin UMissileFix;
double pitchvel, anglevel, rollvel;
double desiredangle;
bool rotatetodesired;
double lastpitch, lastangle, lastroll;
Actor b;
Default
{
Radius 6;
Height 6;
+NOBLOCKMAP;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+USEBOUNCESTATE;
+INTERPOLATEANGLES;
+BOUNCEAUTOOFF;
+BOUNCEAUTOOFFFLOORONLY;
+NOTELEPORT;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
DamageType "Exploded";
Speed 12;
VSpeed 2;
Mass 1;
Gravity 0.35;
BounceType "Hexen";
WallBounceFactor 0.6;
BounceFactor 0.6;
ReactionTime 350;
}
virtual void A_SpawnEffect()
{
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
pitchvel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1);
anglevel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](5,15)*RandomPick[Junk](-1,1);
}
override void Tick()
{
lastpitch = pitch;
lastangle = angle;
lastroll = roll;
Super.Tick();
if ( rotatetodesired )
{
if ( deltaangle(pitch,0) ~== 0 ) pitch = 0;
else pitch += clamp(deltaangle(pitch,0),-pitchvel,pitchvel);
if ( deltaangle(angle,desiredangle) ~== 0 ) angle = desiredangle;
else angle += clamp(deltaangle(angle,desiredangle),-anglevel,anglevel);
if ( deltaangle(roll,0) ~== 0 ) roll = 0;
else roll += clamp(deltaangle(roll,0),-rollvel,rollvel);
}
else
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
}
if ( ReactionTime <= 0 ) return;
if ( GetAge() < 9 ) return;
if ( waterlevel > 0 )
{
if ( tracer ) tracer.Destroy();
if ( b ) b.Destroy();
A_StopSound(CHAN_VOICE);
ReactionTime = 0;
return;
}
if ( !b )
{
A_StartSound("flare/on");
A_StartSound("flare/loop",CHAN_VOICE,CHANF_LOOPING,.5);
b = Spawn("FlareHitbox",pos);
b.master = self;
}
b.A_AlertMonsters(0,AMF_TARGETEMITTER);
ReactionTime--;
}
States
{
Spawn:
FLAR A 1
{
if ( GetAge() >= 9 ) A_SpawnEffect();
return A_JumpIf(ReactionTime<=0,"Death");
}
Wait;
Bounce:
FLAR A 0
{
pitch = lastpitch;
angle = lastangle;
roll = lastroll;
rotatetodesired = true;
desiredangle = FRandom[Junk](0,360);
pitchvel = abs(pitchvel)*0.75;
anglevel = abs(anglevel)*0.75;
rollvel = abs(rollvel)*0.75;
}
Goto Spawn;
Death:
FLAR A 0
{
anglevel *= 0;
bMISSILE = false;
ClearBounce();
}
FLAR A 1
{
if ( waterlevel > 0 )
{
if ( b ) b.Destroy();
A_StopSound(CHAN_VOICE);
return ResolveState("Fizz");
}
A_SpawnEffect();
return A_JumpIf(ReactionTime<=0,1);
}
Wait;
FLAR A 0
{
if ( b ) b.Destroy();
if ( waterlevel > 0 ) return ResolveState("Fizz");
A_RemoveLight('PLight');
A_StopSound(CHAN_VOICE);
A_StartSound("flare/explode");
A_Explode(50,50);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);
SetZ(pos.z+9);
Spawn("FlareXLight",pos);
bMOVEWITHSECTOR = false;
bFORCEXYBILLBOARD = true;
A_SetScale(FRandomPick[ExploS](-1.5,1.5),FRandomPick[ExploS](-1.5,1.5));
int numpt = Random[ExploS](10,20);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,3);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
}
numpt = Random[ExploS](6,15);
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](15,20);
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](0.9,2.7);
}
return A_Jump(256,"Explo1","Explo2","Explo3","Explo4","Explo5");
}
Explo1:
EXP1 ABCDEFGH 3 Bright;
Stop;
Explo2:
EXP2 ABCDEFGH 3 Bright;
Stop;
Explo3:
EXP3 ABCDEFGH 3 Bright;
Stop;
Explo4:
EXP4 ABCDEFGH 3 Bright;
Stop;
Explo5:
EXP5 ABCDEFGH 3 Bright;
Stop;
Fizz:
FLAR A 0 A_RemoveLight('PLight');
FLAR A 1
{
special1++;
if ( special1 > 150 ) A_FadeOut();
}
Wait;
}
}
Class LightFlareThrown : BetaFlareThrown
{
override void A_SpawnEffect()
{
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
for ( int i=0; i<4; i++ )
{
a = FRandom[BFlare](0,360);
s = FRandom[BFlare](0,0.15);
let t = Spawn("LightFlareParticle",pos+x*4+z);
t.vel = dt_Utility.ConeSpread(x,y,z,a,s)*FRandom[BFlare](1,4);
}
}
override void Tick()
{
Super.Tick();
if ( GetAge() == 9 ) A_AttachLightDef('PLight','LIGHTFLARE');
}
}
Class DarkFlareThrown : BetaFlareThrown
{
override void A_SpawnEffect()
{
Vector3 x, y, z;
double a, s;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
for ( int i=0; i<3; i++ )
{
a = FRandom[BFlare](0,360);
s = FRandom[BFlare](0,0.5);
let t = Spawn("DarkFlareParticle",pos+x*4+z);
t.vel = dt_Utility.ConeSpread(x,y,z,a,s)*FRandom[BFlare](4,8);
}
}
override void Tick()
{
Super.Tick();
if ( GetAge() == 9 ) A_AttachLightDef('PLight','DARKFLARE');
}
}
Class LightFlareParticle : UTSmoke
{
Default
{
StencilColor "FFFFFF";
Scale 0.2;
}
}
Class DarkFlareParticle : UTSmoke
{
Default
{
StencilColor "000000";
Scale 2.2;
}
}
Class Dampener : UnrealInventory
{
static bool Active( Actor Owner )
{
let d = Dampener(Owner.FindInventory("Dampener"));
if ( d && d.bActive ) return true;
return false;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_StartSound(bActive?"dampener/on":"dampener/off",CHAN_ITEM);
return false;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_StartSound("dampener/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_DAMPENER"));
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
Default
{
Tag "$T_DAMPENER";
Inventory.PickupMessage "$I_DAMPENER";
Inventory.Icon "I_Dampen";
Inventory.MaxAmount 3;
UnrealInventory.Charge 1000;
}
States
{
Spawn:
DAMP A 8 A_CheckProximity(1,"PlayerPawn",80,1,CPXF_ANCESTOR|CPXF_CHECKSIGHT);
Wait;
DAMP ABC 8;
DAMP DEFGHIJ 3;
DAMP D 0 A_CheckProximity(1,"PlayerPawn",80,0,CPXF_ANCESTOR|CPXF_CHECKSIGHT|CPXF_EXACT);
Goto Spawn+4;
DAMP CBA 8;
Goto Spawn;
}
}
Class Forcefield : UnrealInventory
{
Default
{
Tag "$T_FORCEFIELD";
Inventory.PickupMessage "$I_FORCEFIELD";
Inventory.Icon "I_ForceF";
Inventory.MaxAmount 3;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
Vector3 origin = Owner.Vec2OffsetZ(0,0,Owner.player.viewz);
FLineTraceData d;
Owner.LineTrace(Owner.angle,90,Owner.pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone ) origin = level.Vec3Offset(d.HitLocation,-d.HitDir*(GetDefaultByType("ForceFieldEffect").radius+8));
else origin = d.HitLocation;
Owner.LineTrace(0,GetDefaultByType("ForceFieldEffect").height/2,90,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
origin = d.HitLocation;
let a = Spawn("ForceFieldEffect",origin);
if ( !a.TestMobjLocation() )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_FFNOROOM"));
a.Destroy();
return false;
}
a.target = Owner;
a.angle = Owner.angle;
return true;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("ForcefieldX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
FFPK A -1;
Stop;
}
}
Class ForcefieldX : AsmdAmmoX
{
States
{
Spawn:
FFPK A -1 Bright;
Stop;
}
}
Class ForceFieldLight : DynamicLight
{
double cdown;
Default
{
DynamicLight.Type "Point";
+DYNAMICLIGHT.ATTENUATE;
Args 0,0,0,100;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
SetOrigin(target.Vec3Offset(0,0,target.height/2.),true);
if ( isFrozen() ) return;
args[LIGHT_RED] = int(255*cdown);
args[LIGHT_BLUE] = int(255*cdown);
if ( target.bSOLID )
{
cdown = min(1.,cdown+1./27);
return;
}
cdown = max(0.,cdown-1./35);
if ( cdown <= 0. ) Destroy();
}
}
Class ForcefieldEffect : Actor
{
double nvol;
int lct;
Default
{
Tag "$T_FORCEFIELD";
RenderStyle "Add";
+NOGRAVITY;
+NOTELEPORT;
+DONTSPLASH;
+CANNOTPUSH;
+SHOOTABLE;
+SOLID;
+NODAMAGE;
+NOBLOOD;
+DONTGIB;
Mass int.max;
Health int.max;
Radius 15;
Height 45;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
A_StartSound("ffield/hit",flags:CHANF_OVERLAP);
return Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("ffield/on",CHAN_ITEM);
A_StartSound("ffield/active",CHAN_VOICE,CHANF_LOOPING,.6);
let tracer = Spawn("ForceFieldLight",pos);
tracer.target = self;
lct = 24;
}
States
{
Spawn:
FFLD ABCDEFGHIJ 3 Bright;
#### # 700 Bright;
#### # 35 Bright
{
A_UnsetShootable();
A_UnsetSolid();
}
FFLD A 1 Bright A_StartSound("ffield/hit",CHAN_VOICE);
Stop;
}
}
Class UFlashLight1 : DynamicLight
{
int basecolor[3];
Default
{
DynamicLight.Type "Point";
+DynamicLight.SPOT;
+DynamicLight.ATTENUATE;
+DynamicLight.DONTLIGHTSELF;
args 0,0,0,560;
DynamicLight.SpotInnerAngle 3;
DynamicLight.SpotOuterAngle 10;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
if ( target.player ) SetOrigin(target.Vec2OffsetZ(0,0,target.player.viewz),true);
else SetOrigin(target.vec3Offset(0,0,target.height*0.75),true);
A_SetAngle(target.angle,SPF_INTERPOLATE);
A_SetPitch(target.pitch,SPF_INTERPOLATE);
if ( UnrealInventory(master) )
{
args[LIGHT_RED] = int(basecolor[0]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
args[LIGHT_GREEN] = int(basecolor[1]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
args[LIGHT_BLUE] = int(basecolor[2]*clamp(UnrealInventory(master).charge/1400.,0.,1.));
}
else
{
args[LIGHT_RED] = basecolor[0];
args[LIGHT_GREEN] = basecolor[1];
args[LIGHT_BLUE] = basecolor[2];
}
bDORMANT = (target.health <= 0);
if ( Inventory(target) && target.bInvisible ) bDORMANT = true;
// alert monsters hit by the light
if ( GetClass() != "UFlashLight1" ) return;
if ( !bDORMANT && target.player && (target.health > 0) )
{
BlockThingsIterator bt = BlockThingsIterator.Create(target,args[LIGHT_INTENSITY]);
while ( bt.Next() )
{
if ( !bt.Thing || (Distance3D(bt.Thing) > args[LIGHT_INTENSITY]) ) continue;
Vector3 aimdir = dt_Utility.Vec3FromAngle(angle,pitch);
Vector3 reldir = Vec3To(bt.Thing).unit();
if ( (acos(aimdir dot reldir) < SpotOuterAngle+5) && bt.Thing.CheckSight(target) ) bt.Thing.LastHeard = target;
}
}
}
}
Class UFlashLight2 : UFlashLight1
{
Default
{
args 0,0,0,600;
DynamicLight.SpotInnerAngle 0;
DynamicLight.SpotOuterAngle 20;
}
}
Class UFlashlight : UnrealInventory
{
UFlashLight1 lt[2];
Default
{
Tag "$T_FLASHLIGHT";
Inventory.Icon "I_Flashl";
Inventory.MaxAmount 3;
Inventory.PickupMessage "$I_FLASHLIGHT";
UnrealInventory.Charge 2800;
}
virtual void SetupLights()
{
lt[0].basecolor[0] = 255;
lt[0].basecolor[1] = 240;
lt[0].basecolor[2] = 224;
lt[1].basecolor[0] = 128;
lt[1].basecolor[1] = 120;
lt[1].basecolor[2] = 112;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_StartSound(bActive?"lite/pickup":"lite/off",CHAN_ITEM);
if ( bActive )
{
if ( !lt[0] ) lt[0] = UFlashLight1(Spawn("UFlashLight1",owner.pos));
lt[0].target = owner;
lt[0].master = self;
if ( !lt[1] ) lt[1] = UFlashLight1(Spawn("UFlashLight2",owner.pos));
lt[1].target = owner;
lt[1].master = self;
SetupLights();
}
else
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
}
return false;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_StartSound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_FLASHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
}
}
}
override void DetachFromOwner()
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
Super.DetachFromOwner();
}
override void OwnerDied()
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
Super.OwnerDied();
}
override void Travelled()
{
Super.Travelled();
if ( !bActive ) return;
if ( !lt[0] ) lt[0] = UFlashLight1(Spawn("UFlashLight1",owner.pos));
lt[0].target = owner;
lt[0].master = self;
if ( !lt[1] ) lt[1] = UFlashLight1(Spawn("UFlashLight2",owner.pos));
lt[1].target = owner;
lt[1].master = self;
SetupLights();
}
States
{
Spawn:
SLIT A -1;
Stop;
}
}
Class USearchlight : UFlashlight
{
Default
{
Tag "$T_SEARCHLIGHT";
Inventory.Icon "I_BigFl";
Inventory.MaxAmount 1;
Inventory.PickupMessage "$I_SEARCHLIGHT";
Inventory.RespawnTics 1050;
UnrealInventory.Charge 70000;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bActive ) return;
if ( DrainCharge(1) )
{
Owner.A_StartSound("lite/off",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_SEARCHLIGHT"));
if ( Amount <= 0 ) DepleteOrDestroy();
else
{
if ( lt[0] ) lt[0].Destroy();
if ( lt[1] ) lt[1].Destroy();
}
}
}
override void SetupLights()
{
lt[0].basecolor[0] = 255;
lt[0].basecolor[1] = 224;
lt[0].basecolor[2] = 192;
lt[0].SpotInnerAngle = 20;
lt[0].SpotOuterAngle = 35;
lt[0].args[3] = 750;
lt[1].basecolor[0] = 128;
lt[1].basecolor[1] = 112;
lt[1].basecolor[2] = 96;
lt[1].SpotOuterAngle = 50;
lt[1].args[3] = 780;
}
}
Class SentryItem : UnrealInventory
{
Default
{
Tag "$T_SENTRY";
Inventory.Icon "I_Sentry";
Inventory.MaxAmount 1;
Inventory.PickupMessage "$I_SENTRY";
Inventory.RespawnTics 1050;
UnrealInventory.Charge MinigunSentryBase.sentryhealth;
+UNREALINVENTORY.DRAWSPECIAL;
}
override bool TryPickup( in out Actor toucher )
{
if ( !sting_msentry ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_msentry ) return;
if ( Owner ) Owner.RemoveInventory(self);
else
{
let r = Spawn("Berserk",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
r.bNeverRespawn = bNeverRespawn;
}
Destroy();
}
override bool HandlePickup( Inventory item )
{
if ( item.GetClass() == GetClass() ) return true; // can never get more than one
return Super.HandlePickup(item);
}
static bool TransferOwnership( Actor newowner, Actor sentry )
{
if ( sentry.master == newowner ) return false;
if ( sentry.master ) sentry.master.TakeInventory("SentryItem",1);
sentry.master = newowner;
sentry.SetTag(String.Format(StringTable.Localize("$T_OWNEDSENTRY"),newowner.player.GetUserName()));
sentry.tracer.A_ClearTarget();
sentry.tracer.bFRIENDLY = true;
sentry.tracer.SetFriendPlayer(newowner.player);
let si = SentryItem(newowner.FindInventory("SentryItem"));
if ( si )
{
si.bActive = true;
si.tracer = sentry;
}
else
{
newowner.GiveInventory("SentryItem",1);
let si = SentryItem(newowner.FindInventory("SentryItem"));
si.bActive = true;
si.tracer = sentry;
}
return true;
}
override void AttachToOwner( Actor other )
{
special1 = MinigunSentryBase.sentryammo;
Super.AttachToOwner(other);
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
if ( bActive )
{
if ( Owner.Distance3D(tracer) > 80 )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_NSTOOFAR"));
return false;
}
tracer.SetStateLabel("PackUp");
return false;
}
Vector3 origin = Owner.Vec2OffsetZ(0,0,Owner.player.viewz);
FLineTraceData d;
Owner.LineTrace(Owner.angle,80,Owner.pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone )
{
Vector3 normal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) normal = -d.Hit3DFloor.top.Normal;
else normal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) normal = -d.Hit3DFloor.bottom.Normal;
else normal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
normal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) normal *= -1;
}
origin = level.Vec3Offset(d.HitLocation,normal*20);
}
else origin = level.Vec3Offset(d.HitLocation,-d.HitDir*20);
Owner.LineTrace(0,56,90,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
origin = d.HitLocation;
let a = Spawn("MinigunSentryBase",origin);
if ( !a.TestMobjLocation() )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_MSNOROOM"));
a.Destroy();
return false;
}
if ( a.pos.z-a.floorz > 50 )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_MSNOFLOOR"));
a.Destroy();
return false;
}
F3DFloor ff = null;
for ( int i=0; i<a.floorsector.Get3DFloorCount(); i++ )
{
if ( a.floorsector.Get3DFloor(i).top.ZAtPoint(pos.xy) > floorz ) continue;
ff = a.floorsector.Get3DFLoor(i);
break;
}
Vector3 normal;
if ( ff ) normal = -ff.top.Normal;
else normal = a.floorsector.floorplane.Normal;
if ( normal.z < 0.9 )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_MSNOFLAT"));
a.Destroy();
return false;
}
bActive = true;
bUNTOSSABLE = true;
bUNDROPPABLE = true;
tracer = a;
a.Health = Charge;
a.special1 = special1;
a.master = Owner;
a.angle = Owner.angle;
a.pitch = 0;
a.roll = 0;
return false;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bActive )
{
if ( !(level.maptime%10) ) Charge = min(DefaultCharge,Charge+1);
return;
}
if ( !tracer )
{
bActive = false;
bUNTOSSABLE = false;
bUNDROPPABLE = false;
return;
}
Charge = tracer.Health;
special1 = tracer.special1;
if ( Charge <= 0 ) Destroy();
}
override void Travelled()
{
Super.Travelled();
if ( bActive && !tracer )
{
bUNTOSSABLE = false;
bUNDROPPABLE = false;
Destroy();
}
}
States
{
Spawn:
SENT A -1;
Stop;
}
}
// overlay for muzzle flash
Class MinigunSentryX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOBLOCKMAP;
+INTERPOLATEANGLES;
}
override void Tick()
{
Super.Tick();
if ( !tracer || !tracer.InStateSequence(tracer.CurState,tracer.FindState("MissileLoop")) )
{
Destroy();
return;
}
SetOrigin(tracer.pos,true);
angle = tracer.angle;
pitch = tracer.pitch;
roll = tracer.roll;
}
States
{
Spawn:
SENF A 1 Bright;
TNT1 A 2;
SENF D 1 Bright;
TNT1 A 2;
SENF G 1 Bright;
TNT1 A 2;
SENF J 1 Bright;
TNT1 A 2;
SENF M 1 Bright;
TNT1 A 2;
SENF P 1 Bright;
TNT1 A 2;
Stop;
}
}
// The "head" of the sentry, attaches to the body
Class MinigunSentry : Actor
{
const maxangle = 80;
const maxpitch = 40;
Default
{
+NOGRAVITY;
+NOBLOCKMAP;
+INTERPOLATEANGLES;
+FRIENDLY;
}
override void Tick()
{
Super.Tick();
if ( !master )
{
Destroy();
return;
}
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(master.angle,master.pitch,master.roll);
SetOrigin(level.Vec3Offset(master.pos,z*32),true);
}
double _PitchTo( Actor other )
{
if ( !other ) return 0;
Vector3 otherpos = level.Vec3Diff(pos,other.Vec3Offset(0,0,other.height/2));
double dist = otherpos.length();
if ( dist > 0 ) return -asin(otherpos.z/dist);
return 0;
}
bool TargetVisible()
{
if ( !master || !target || (target.Health <= 0) || !CheckSight(target) ) return false;
double angledelta = DeltaAngle(master.angle,AngleTo(target));
double pitchdelta = DeltaAngle(master.pitch,_PitchTo(target));
if ( (abs(angledelta) > maxangle) || (abs(pitchdelta) > maxpitch) ) return false;
return true;
}
void A_SentryFaceTarget()
{
if ( !TargetVisible() ) return;
double angledelta = DeltaAngle(angle,AngleTo(target));
double pitchdelta = DeltaAngle(pitch,_PitchTo(target));
double angleturn = clamp(abs(angledelta)*0.1,1,5);
double pitchturn = clamp(abs(pitchdelta)*0.1,1,5);
angle = clamp(angle+clamp(angledelta,-angleturn,angleturn),master.angle-maxangle,master.angle+maxangle);
pitch = clamp(pitch+clamp(pitchdelta,-pitchturn,pitchturn),master.pitch-maxpitch,master.pitch+maxpitch);
}
void A_SentryFaceDir( double dest, statelabel next )
{
if ( !master ) return;
double angledelta = DeltaAngle(angle,master.angle+dest);
double pitchdelta = DeltaAngle(pitch,master.pitch);
if ( max(abs(angledelta),abs(pitchdelta)) < 2 )
{
angle = master.angle+dest;
pitch = master.pitch;
SetStateLabel(next);
return;
}
angle = clamp(angle+clamp(angledelta,-2,2),master.angle-maxangle,master.angle+maxangle);
pitch = clamp(pitch+clamp(pitchdelta,-2,2),master.pitch-maxpitch,master.pitch+maxpitch);
}
void A_SentryAttack()
{
if ( !master ) return;
master.special1 = special1 = max(0,special1-1);
if ( (special1 <= 0) && master.master && master.master.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_SENTRYDRY"));
A_SentryFaceTarget();
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP);
Vector3 x, y, z, origin;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(pos,x*24+z*8);
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.04);
Vector3 dir = dt_Utility.ConeSpread(x,y,z,a,s);
FLineTraceData d;
master.LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 17;
dmg = d.HitActor.DamageMobj(self,master,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 3000;
if ( FRandom[Sentry](0,1) < 0.2 ) mm *= 5;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTSmoke",origin);
s.alpha *= 0.5;
}
let c = Spawn("UCasing",level.Vec3Offset(pos,-x*3+y*2+z*1.5));
c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
}
States
{
Spawn:
SENT A 15;
SENT A 0
{
A_StartSound("sentry/raise");
if ( master ) master.A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENR ABCDEFGHIJKLMNO 3;
Goto Idle;
Idle:
SENI A 0
{
A_StartSound("sentry/move",flags:CHANF_LOOPING,.4,pitch:.8);
if ( specialf1 > 0 ) specialf1 = -maxangle;
else specialf1 = maxangle;
special2 = 0;
}
SENI A 1
{
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP);
A_SentryFaceDir(specialf1,"IdleStop");
return A_JumpIf(TargetVisible(),"See");
}
Wait;
IdleStop:
SENI A 0 A_StartSound("sentry/movestop",volume:.4,pitch:.8);
SENI A 1
{
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP);
if ( special2++ > 20 ) return ResolveState("Idle");
return A_JumpIf(TargetVisible(),"See");
}
Wait;
See:
SENI A 0 A_StartSound("sentry/movestop",volume:.4,pitch:.8);
SENI A 1
{
if ( !TargetVisible() )
{
A_ClearTarget();
return ResolveState("Idle");
}
if ( special1 > 0 ) A_Chase(null,"Missile",flags:CHF_DONTMOVE|CHF_NODIRECTIONTURN|CHF_DONTTURN);
A_SentryFaceTarget();
return ResolveState(null);
}
Wait;
Missile:
SENW A 0
{
A_StartSound("sentry/wind",flags:CHANF_LOOPING);
if ( master )
{
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
master.SetStateLabel("Missile");
}
}
SENW ABCDEFGHIJKLMNOPQR 1 A_SentryFaceTarget();
Goto MissileLoop;
MissileLoop:
SENF A 0
{
let f = Spawn("MinigunSentryX",pos);
f.angle = angle;
f.pitch = pitch;
f.roll = roll;
f.tracer = self;
}
SENF A 0 A_JumpIf(!TargetVisible()||(special1<=0),"MissileEnd");
SENF A 1 A_SentryAttack();
SENF BC 1 A_SentryFaceTarget();
SENF D 0 A_JumpIf(!TargetVisible()||(special1<=0),"MissileEnd");
SENF D 1 A_SentryAttack();
SENF EF 1 A_SentryFaceTarget();
SENF G 0 A_JumpIf(!TargetVisible()||(special1<=0),"MissileEnd");
SENF G 1 A_SentryAttack();
SENF HI 1 A_SentryFaceTarget();
SENF J 0 A_JumpIf(!TargetVisible()||(special1<=0),"MissileEnd");
SENF J 1 A_SentryAttack();
SENF KL 1 A_SentryFaceTarget();
SENF M 0 A_JumpIf(!TargetVisible()||(special1<=0),"MissileEnd");
SENF M 1 A_SentryAttack();
SENF NO 1 A_SentryFaceTarget();
SENF P 0 A_JumpIf(!TargetVisible()||(special1<=0),"MissileEnd");
SENF P 1 A_SentryAttack();
SENF QR 1 A_SentryFaceTarget();
Loop;
MissileEnd:
SENU A 0
{
A_LookEx(LOF_NOSOUNDCHECK|LOF_NOJUMP);
if ( TargetVisible() && (special1>0) ) return ResolveState("MissileLoop");
A_StartSound("sentry/unwind");
if ( master ) master.SetStateLabel("MissileEnd");
return ResolveState(null);
}
SENU ABCDEFGHIJKLMNOPQR 1 A_SentryFaceTarget();
SENI A 0 A_JumpIf(TargetVisible(),"See");
Goto Idle;
PackUp:
SENI A 1 A_SentryFaceDir(0,1);
Wait;
SENI A 0
{
A_StartSound("sentry/raise");
if ( master )
{
master.A_AlertMonsters(0,AMF_TARGETEMITTER);
master.SetStateLabel("DoPackUp");
}
}
SENR ONMLKJIHGFEDCBA 3;
Stop;
}
}
Class SentryFragment : Actor
{
Mixin UMissileFix;
int deadtimer;
double rollvel, anglevel, pitchvel;
double heat;
Default
{
Radius 2;
Height 2;
+NOBLOCKMAP;
+MISSILE;
+MOVEWITHSECTOR;
+THRUACTORS;
+NOTELEPORT;
+DONTSPLASH;
+INTERPOLATEANGLES;
+USEBOUNCESTATE;
BounceType "Doom";
BounceFactor 0.3;
Gravity 0.35;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
deadtimer = 0;
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
frame = Random[Junk](0,5);
scale *= Frandom[Junk](0.8,1.2);
heat = 1.5;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( heat > 0 )
{
heat -= FRandom[Junk](0.003,0.006);
let s = Spawn("UTSmoke",pos);
s.alpha *= min(1.,heat)*0.6*alpha;
}
if ( InStateSequence(CurState,ResolveState("Death")) )
{
deadtimer++;
if ( deadtimer > 300 ) A_FadeOut(0.05);
return;
}
}
States
{
Spawn:
CHIP # 1
{
angle += anglevel;
pitch += pitchvel;
roll += rollvel;
}
Loop;
Bounce:
CHIP # 0
{
anglevel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
pitchvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
rollvel = FRandom[Junk](10,30)*RandomPick[Junk](-1,1);
vel = (vel.unit()+(FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2),FRandom[Junk](-.2,.2))).unit()*vel.length();
A_StartSound("vfrag/bounce",volume:min(1.,vel.length()*0.1),pitch:FRandom[Junk](0.6,1.4));
}
Goto Spawn;
Death:
CHIP # -1
{
pitch = int(pitch/180)*180;
roll = int(roll/180)*180;
}
Stop;
Dummy:
CHIP ABCDEF -1;
Stop;
}
}
Class SentryXLight : PaletteLight
{
Default
{
ReactionTime 30;
Args 0,0,0,120;
}
}
Class SentryBoom : Actor
{
Default
{
RenderStyle "Add";
Scale 3.2;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_Explode(80,250);
A_StartSound("sentry/explode");
UTMainHandler.DoBlast(self,250,70000);
double ang, pt;
for ( int i=0; i<16; i++ )
{
let f = Spawn("SentryFragment",Vec3Offset(FRandom[EFrag](-8,8),FRandom[EFrag](-8,8),FRandom[EFrag](4,40)));
ang = FRandom[EFrag](0,360);
pt = FRandom[EFrag](-90,90);
f.vel = dt_Utility.Vec3FromAngle(ang,pt)*FRandom[EFrag](8,15);
}
Scale.x *= RandomPick[EFrag](-1,1);
Scale.y *= RandomPick[EFrag](-1,1);
int numpt = Random[ExploS](20,25);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,3);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
}
numpt = Random[ExploS](10,20);
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](20,30);
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](0.9,2.7);
}
Spawn("FlareXLight",pos);
}
States
{
Spawn:
TNT1 A 0 NoDelay A_Jump(256,"Explo1","Explo2","Explo3","Explo4","Explo5");
Explo1:
EXP1 ABCDEFGH 3 Bright;
Stop;
Explo2:
EXP2 ABCDEFGH 3 Bright;
Stop;
Explo3:
EXP3 ABCDEFGH 3 Bright;
Stop;
Explo4:
EXP4 ABCDEFGH 3 Bright;
Stop;
Explo5:
EXP5 ABCDEFGH 3 Bright;
Stop;
}
}
// The body of the sentry
Class MinigunSentryBase : Actor
{
const sentryammo = 200;
const sentryhealth = 500;
int rememberedplayer;
Default
{
Tag "$T_SENTRY";
Health sentryhealth;
Mass int.max;
Radius 8;
Height 35;
+SOLID;
+SHOOTABLE;
+NOBLOOD;
+DONTTHRUST;
+NOICEDEATH;
+DONTGIB;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( master && master.player )
{
SetTag(String.Format(StringTable.Localize("$T_OWNEDSENTRY"),master.player.GetUserName()));
rememberedplayer = master.playernumber();
}
else
{
rememberedplayer = -1;
special1 = sentryammo; // rogue sentries need ammo assigned
}
tracer = Spawn("MinigunSentry",pos);
tracer.special1 = special1;
tracer.master = self;
tracer.angle = angle;
tracer.pitch = pitch;
tracer.roll = roll;
Vector3 x, y, z;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
tracer.SetOrigin(level.Vec3Offset(pos,z*38),false);
if ( !deathmatch )
{
if ( !master || !master.player ) tracer.bFRIENDLY = bFRIENDLY;
bFRIENDLY = false;
return;
}
if ( master && master.player ) tracer.SetFriendPlayer(master.player);
else tracer.bFRIENDLY = bFRIENDLY;
bFRIENDLY = false;
}
override void Tick()
{
Super.Tick();
if ( !sting_msentry )
{
if ( tracer ) tracer.Destroy();
Destroy();
return;
}
// hub return support
if ( !master && (rememberedplayer != -1) && playeringame[rememberedplayer] )
{
master = players[rememberedplayer].mo;
let si = SentryItem(master.FindInventory("SentryItem"));
if ( si )
{
si.bActive = true;
si.tracer = self;
}
else
{
master.GiveInventory("SentryItem",1);
si = SentryItem(master.FindInventory("SentryItem"));
si.bActive = true;
si.tracer = self;
}
}
}
override string GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( victim == master ) return StringTable.Localize("$O_OWNSENTRY");
else if ( master && master.player ) return String.Format(StringTable.Localize("$O_SENTRY"),GetTag());
return StringTable.Localize("$O_ROGUESENTRY");
}
override bool Used( Actor user )
{
if ( !user.player || !InStateSequence(CurState,FindState("Idle")) ) return false;
if ( abs(DeltaAngle(angle,AngleTo(user))) < 120 ) return false;
if ( !master || ((user != master) && master.IsHostile(user)) )
{
if ( master && master.CheckLocalView() )
Console.Printf(StringTable.Localize("$M_SENTRYHIJACK"));
if ( SentryItem.TransferOwnership(user,self) )
return false; // on first touch only transfer ownership
}
let amo = user.FindInventory("UMiniAmmo");
if ( !amo || (amo.Amount <= 0) || (tracer.special1 >= sentryammo) ) return false;
A_StartSound("misc/i_pkup",CHAN_ITEM);
int xammo = min(sentryammo-tracer.special1,amo.Amount);
special1 = tracer.special1 += xammo;
amo.Amount -= xammo;
return false;
}
override int DamageMobj( Actor inflictor, Actor source, int damage, Name mod, int flags, double angle )
{
if ( Health-damage <= 0 )
{
if ( master && master.CheckLocalView() )
Console.Printf(StringTable.Localize("$M_SENTRYDOWN"));
if ( master ) master.TakeInventory("SentryItem",1);
if ( tracer ) tracer.Destroy();
}
int dmg = Super.DamageMobj(inflictor,source,damage,mod,flags,angle);
if ( tracer && !tracer.target ) tracer.target = target;
return dmg;
}
States
{
Spawn:
SENT A 15;
SENR ABCDEFGHIJKLMNO 3;
Goto Idle;
Idle:
SENI A 1;
Wait;
Missile:
SENW ABCDEFGHIJKLMNOPQR 1;
Goto MissileLoop;
MissileLoop:
SENF ABCDEFGHIJKLMNOPQR 1;
Loop;
MissileEnd:
SENU ABCDEFGHIJKLMNOPQR 1;
Goto Idle;
PackUp:
SENI A -1
{
tracer.SetStateLabel("PackUp");
}
Stop;
DoPackUp:
SENR ONMLKJIHGFEDCBA 3;
TNT1 A 1
{
if ( !master ) return ResolveState(null);
let si = SentryItem(master.FindInventory("SentryItem"));
if ( si )
{
si.charge = Health;
si.special1 = special1;
}
else
{
master.GiveInventory("SentryItem",1);
let si = SentryItem(master.FindInventory("SentryItem"));
si.charge = Health;
si.special1 = special1;
}
return ResolveState(null);
}
Stop;
Death:
TNT1 A 1 Spawn("SentryBoom",Vec3Offset(0,0,height/2));
Stop;
}
}
// original fun-size stationary version
Class SentryGunItem : UnrealInventory
{
Default
{
Tag "$T_OSENTRY";
Inventory.Icon "I_OSntry";
Inventory.MaxAmount 2;
Inventory.PickupMessage "$I_OSENTRY";
Inventory.RespawnTics 1050;
}
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 ) Owner.RemoveInventory(self);
Destroy();
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
Vector3 origin = Owner.Vec2OffsetZ(0,0,Owner.player.viewz);
FLineTraceData d;
Owner.LineTrace(Owner.angle,60,Owner.pitch,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
if ( d.HitType != TRACE_HitNone )
{
Vector3 normal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) normal = -d.Hit3DFloor.top.Normal;
else normal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) normal = -d.Hit3DFloor.bottom.Normal;
else normal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
normal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) normal *= -1;
}
origin = level.Vec3Offset(d.HitLocation,normal*20);
}
else origin = level.Vec3Offset(d.HitLocation,-d.HitDir*20);
Owner.LineTrace(0,56,90,TRF_ABSPOSITION,origin.z,origin.x,origin.y,data:d);
origin = d.HitLocation;
let a = Spawn("SentryGun",origin);
if ( !a.TestMobjLocation() )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_MSNOROOM"));
a.Destroy();
return false;
}
if ( a.pos.z-a.floorz > 50 )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_MSNOFLOOR"));
a.Destroy();
return false;
}
F3DFloor ff = null;
for ( int i=0; i<a.floorsector.Get3DFloorCount(); i++ )
{
if ( a.floorsector.Get3DFloor(i).top.ZAtPoint(pos.xy) > floorz ) continue;
ff = a.floorsector.Get3DFLoor(i);
break;
}
Vector3 normal;
if ( ff ) normal = -ff.top.Normal;
else normal = a.floorsector.floorplane.Normal;
if ( normal.z < 0.9 )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$M_MSNOFLAT"));
a.Destroy();
return false;
}
tracer = a;
a.master = Owner;
a.angle = Owner.angle;
a.pitch = 0;
a.roll = 0;
return true;
}
States
{
Spawn:
SENT A -1;
Stop;
}
}
Class SentryGunX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOBLOCKMAP;
+INTERPOLATEANGLES;
}
override void Tick()
{
Super.Tick();
if ( !tracer || !tracer.InStateSequence(tracer.CurState,tracer.FindState("Fire")) )
{
Destroy();
return;
}
SetOrigin(tracer.pos,true);
angle = tracer.angle;
pitch = tracer.pitch;
roll = tracer.roll;
}
States
{
Spawn:
SENF A 2 Bright;
TNT1 A 2;
SENF C 2 Bright;
TNT1 A 2;
Stop;
}
}
Class SentryGun : Actor
{
int rememberedplayer;
Default
{
Tag "$T_OSENTRY";
Health 50;
Mass int.max;
Radius 6;
Height 15;
+SOLID;
+SHOOTABLE;
+NOBLOOD;
+DONTTHRUST;
+FRIENDLY;
+NOICEDEATH;
+DONTGIB;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( master && master.player )
{
SetTag(String.Format(StringTable.Localize("$T_OWNEDOSENTRY"),master.player.GetUserName()));
rememberedplayer = master.playernumber();
}
else rememberedplayer = -1;
if ( !deathmatch )
{
if ( !master || !master.player ) bFRIENDLY = false;
return;
}
if ( master && master.player ) SetFriendPlayer(master.player);
else bFRIENDLY = false;
}
override string GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( victim == master ) return StringTable.Localize("$O_OWNOSENTRY");
else if ( master && master.player ) return String.Format(StringTable.Localize("$O_OSENTRY"),GetTag());
return StringTable.Localize("$O_ROGUEOSENTRY");
}
override void Tick()
{
Super.Tick();
if ( !sting_proto )
{
Destroy();
return;
}
if ( !master && (rememberedplayer != -1) && playeringame[rememberedplayer] )
master = players[rememberedplayer].mo;
}
bool IsEnemy( Actor a )
{
if ( !a || !a.bSHOOTABLE || !a.bISMONSTER || (a.Health <= 0) ) return false;
return IsHostile(a);
}
bool HasTarget()
{
// check for targets in range
let ti = ThinkerIterator.Create("Actor");
Actor a;
while ( a = Actor(ti.Next()) )
{
if ( !IsEnemy(a) ) continue;
Vector3 x = dt_Utility.Vec3FromAngle(angle,pitch);
Vector3 vecto = level.Vec3Diff(Vec3Offset(0,0,16),a.Vec3Offset(0,0,a.height/2));
double distto = vecto.length();
Vector3 dirto = vecto/distto;
double angleto = atan2(dirto.y,dirto.x);
double pitchto = asin(-dirto.z);
if ( (distto < 6000) && (dirto dot x > 0.95) && !LineTrace(angleto,distto,pitchto,TRF_THRUACTORS,16) )
{
target = a;
return true;
}
}
// check for targets in a straight line
FLineTraceData d;
LineTrace(angle,200,pitch,0,16,data:d);
if ( (d.HitType == TRACE_HitActor) && IsEnemy(d.HitActor) )
{
target = d.HitActor;
return true;
}
target = null;
return false;
}
// if there's a target and we have ammo, jump to first state (if set)
// if there's no target but we still have ammo, jump to second state (if set)
// if we have no ammo, jump to third state (if set)
void A_SentryGunCheck( statelabel actstate = null, statelabel idlestate = null, statelabel failstate = null )
{
if ( !(GetAge()%35) ) special1++;
if ( (special1 >= 200) && failstate ) SetStateLabel(failstate);
else if ( HasTarget() && actstate ) SetStateLabel(actstate);
else if ( !HasTarget() && idlestate ) SetStateLabel(idlestate);
}
void A_SentryGunAttack( statelabel failstate = null )
{
special1++;
if ( ((special1 >= 200) || !HasTarget()) && failstate )
{
A_StopSound(CHAN_BODY);
SetStateLabel(failstate);
return;
}
A_AlertMonsters(0,AMF_TARGETEMITTER);
A_StartSound("sentry/fire",CHAN_WEAPON,CHANF_OVERLAP,pitch:1.6);
Vector3 x, y, z, origin;
[x, y, z] = dt_Utility.GetAxes(angle,pitch,roll);
origin = level.Vec3Offset(pos,x*12+z*16);
double a = FRandom[Sentry](0,360), s = FRandom[Sentry](0,0.05);
Vector3 nx = target?Vec3To(target).unit():x;
Vector3 dir = dt_Utility.ConeSpread(nx,y,z,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = Random[OSentry](6,17);
dmg = d.HitActor.DamageMobj(self,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 3000;
if ( FRandom[OSentry](0,1) < 0.2 ) mm *= 5;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor ) hitnormal = d.HitSector.floorplane.Normal;
else if ( d.HitType == TRACE_HitCeiling ) hitnormal = d.HitSector.ceilingplane.Normal;
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTSmoke",origin);
s.alpha *= 0.5;
s.scale *= 0.7;
s.vel += x*2;
}
let c = Spawn("UCasing",level.Vec3Offset(pos,-x*8+y*0.6+z*16));
c.scale *= 0.5;
c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
}
States
{
Spawn:
SENT A 15;
Goto StartUp;
StartUp:
SENR A 0
{
A_StartSound("sentry/raise",pitch:1.6);
A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENR ABCDE 4;
Goto Idle;
Idle:
SENI A 1 A_SentryGunCheck("WindUp",null,"ShutDown");
Wait;
WindUp:
SENW A 0
{
A_StartSound("sentry/wind",flags:CHANF_LOOPING,pitch:1.6);
A_AlertMonsters(0,AMF_TARGETEMITTER);
}
SENW ABCDEFGHIJKLMN 1;
Fire:
SENF A 0
{
let f = Spawn("SentryGunX",pos);
f.angle = angle;
f.pitch = pitch;
f.roll = roll;
f.tracer = self;
}
SENF A 2 A_SentryGunAttack("Unwind");
SENF B 2;
SENF C 2 A_SentryGunAttack("Unwind");
SENF D 2;
SENU A 0; // tweening hack
Loop;
Unwind:
SENU A 0 A_StartSound("sentry/unwind",pitch:1.6);
SENU ABCDEFGHIJKLMN 1;
Goto Idle;
ShutDown:
SEND A 0 A_StartSound("sentry/raise",pitch:1.6);
SEND ABCDE 4;
SEND E 20;
SEND E -1 A_Die();
Stop;
Death:
TNT1 A 0
{
A_StopSound(CHAN_BODY);
A_StartSound("flare/explode",CHAN_VOICE);
A_NoGravity();
A_Stop();
A_SetRenderStyle(1.,STYLE_Add);
SetZ(pos.z+16);
Spawn("FlareXLight",pos);
bMOVEWITHSECTOR = false;
bFORCEXYBILLBOARD = true;
A_SetScale(FRandomPick[ExploS](-1.5,1.5),FRandomPick[ExploS](-1.5,1.5));
int numpt = Random[ExploS](15,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,3);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
}
numpt = Random[ExploS](9,18);
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](18,28);
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](0.9,2.7);
}
return A_Jump(256,"Explo1","Explo2","Explo3","Explo4","Explo5");
}
Explo1:
EXP1 ABCDEFGH 3 Bright;
Stop;
Explo2:
EXP2 ABCDEFGH 3 Bright;
Stop;
Explo3:
EXP3 ABCDEFGH 3 Bright;
Stop;
Explo4:
EXP4 ABCDEFGH 3 Bright;
Stop;
Explo5:
EXP5 ABCDEFGH 3 Bright;
Stop;
}
}