stinger_m/zscript/quadshot.zsc
2019-09-12 21:05:08 +02:00

396 lines
10 KiB
Text

Class UShells : Ammo
{
Default
{
Tag "$T_SHELLS";
Inventory.Icon "I_ShotSh";
Inventory.PickupMessage "";
Inventory.Amount 12;
Inventory.MaxAmount 48;
Ammo.BackpackAmount 12;
Ammo.BackpackMaxAmount 96;
Ammo.DropAmount 6;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_SHELLSL"),Amount,StringTable.Localize("$I_SHELLSR"));
}
States
{
Spawn:
QAMO A -1;
Stop;
}
}
Class UShells2 : UShells
{
Default
{
Tag "$T_SHELLS2";
Inventory.Amount 4;
Ammo.DropAmount 4;
+INVENTORY.IGNORESKILL;
}
}
Class QCasing : UCasing
{
Default
{
BounceSound "quadshot/shell";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
heat = 0.; // no smoke
}
}
Class QuadshotTracer : LineTracer
{
Actor ignoreme;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE )
{
int amt = FlakAccumulator.GetAmount(Results.HitActor);
// getgibhealth isn't clearscope, fuck
int gibhealth = -int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor);
if ( Results.HitActor.GibHealth != int.min ) gibhealth = -abs(Results.HitActor.GibHealth);
// go through actors that are already gibbed
if ( Results.HitActor.health-amt <= gibhealth ) return TRACE_Skip;
return TRACE_Stop;
}
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class QuadShot : UnrealWeapon
{
int clipcount;
QuadshotTracer t;
action void ProcessTraceHit( Linetracer t )
{
if ( t.Results.HitType == TRACE_HitActor )
{
int dmg = Random[Quadshot](8,12);
FlakAccumulator.Accumulate(t.Results.HitActor,dmg,invoker,self,'shot');
double mm = 2400;
UTMainHandler.DoKnockback(t.Results.HitActor,t.Results.HitVector+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2));
if ( t.Results.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",t.Results.HitPos);
p.scale *= FRandom[Quadshot](0.2,0.4);
p.angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180;
p.pitch = asin(t.Results.HitVector.z);
}
else
{
t.Results.HitActor.TraceBleed(dmg,self);
t.Results.HitActor.SpawnBlood(t.Results.HitPos,atan2(t.Results.HitVector.y,t.Results.HitVector.x)+180,dmg);
}
}
else if ( t.Results.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.top.Normal;
else hitnormal = t.Results.HitSector.floorplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.bottom.Normal;
else hitnormal = t.Results.HitSector.ceilingplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitWall )
{
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( !t.Results.Side ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",t.Results.HitPos+hitnormal*0.01);
p.scale *= FRandom[Quadshot](0.2,0.4);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( t.Results.HitLine ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
}
action void A_QuadshotFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( bAlt && (invoker.clipcount > 2) )
{
// fall back to normal fire strength
player.SetPSprite(PSP_WEAPON,invoker.FindState("Fire"));
return;
}
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*2-z*2);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
double a, s;
Vector3 dir;
FLineTraceData d;
if ( bAlt )
{
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("quadshot/alt",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
A_PlaySound("quadshot/alt",CHAN_7,!Dampener.Active(self)?1.:.2);
double spread = (4-invoker.clipcount);
for ( int i=invoker.clipcount; i<4; i++ )
{
for ( int i=0; i<3; i++ )
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](2,4),FRandom[Quadshot](-0.2,0.5),Random[Quadshot](3,4),SWING_Spring,Random[Quadshot](1,6),FRandom[Quadshot](0.8,1.4));
weap.DepleteAmmo(weap.bAltFire,true,1);
for ( int i=0; i<10; i++ )
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.09+0.05*spread);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.Trace(origin,CurSector,dir,10000,0);
ProcessTraceHit(invoker.t);
}
}
vel += (0,0,(0.3+0.3*spread))-x*(1.5+1.1*spread);
invoker.clipcount = 4;
}
else
{
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("quadshot/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
A_PlaySound("quadshot/fire",CHAN_7,!Dampener.Active(self)?1.:.2);
for ( int i=0; i<3; i++ )
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](2,3),FRandom[Quadshot](-0.2,0.5),Random[Quadshot](2,3),SWING_Spring,Random[Quadshot](0,3),FRandom[Quadshot](0.8,1.4));
weap.DepleteAmmo(weap.bAltFire,true,1);
for ( int i=0; i<10; i++ )
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.08);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.Trace(origin,CurSector,dir,10000,0);
ProcessTraceHit(invoker.t);
}
vel += (0,0,0.3)-x*1.5;
invoker.clipcount++;
}
if ( bAlt ) A_Overlay(-2,"MuzzleFlashAlt");
else A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
if ( !Dampener.Active(self) ) A_AlertMonsters();
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
int numpt = bAlt?40:15;
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
UTViewSmoke(s).vvel += (FRandom[Quadshot](-0.05,0.25),FRandom[Quadshot](-0.3,0.3),FRandom[Sniper](-0.3,0.3));
s.target = self;
s.scale *= 1.2;
s.alpha *= 0.4;
}
}
action void A_DropShells()
{
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4-y*8-z*8);
for ( int i=0; i<4; i++ )
{
let c = Spawn("QCasing",origin);
c.vel = x*FRandom[Junk](-1.5,0.25)-y*FRandom[Junk](1,4)-z*FRandom[Junk](1,4);
}
}
action bool A_QuadshotCheckForReload( bool bDryFire = false )
{
let weap = Weapon(invoker);
if ( invoker.clipcount > 3 )
{
if ( weap.Ammo1.Amount > 0 )
{
player.SetPSprite(PSP_WEAPON,invoker.FindState("Reload"));
return true;
}
else if ( bDryFire )
{
player.SetPSprite(PSP_WEAPON,invoker.FindState("DryFire"));
return true;
}
}
return false;
}
Default
{
Tag "$T_QUADSHOT";
Inventory.PickupMessage "$I_QUADSHOT";
Weapon.UpSound "quadshot/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 2;
Weapon.AmmoType "UShells";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UShells";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Weapon.Kickback 320;
UTWeapon.DropAmmo 10;
}
States
{
Spawn:
QSPK A -1;
Stop;
QSPK B -1;
Stop;
Select:
QUAS A 1 A_Raise(int.max);
Wait;
Ready:
QUAS ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1
{
A_CheckReload();
if ( !A_QuadshotCheckForReload() )
A_WeaponReady();
}
Wait;
Idle:
QUAI A 0 A_Overlay(-9999,"Dummy");
QUAI A 50;
QUAI A 0 A_Jump(40,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2;
QUAT ABCDEFGHIJKLMNOPQRSTU 2;
Goto Idle+1;
Fire:
#### # 1
{
if ( !A_QuadshotCheckForReload(true) )
{
A_Overlay(-9999,"Null");
A_QuadshotFire();
}
}
QUAF ABCDEFGHIJK 1;
Goto Pump;
DryFire:
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("automag/click",CHAN_WEAPON,Dampener.Active(self)?.05:.5);
}
QUAF AJK 2;
Goto Idle;
AltFire:
#### # 1
{
if ( !A_QuadshotCheckForReload(true) )
{
A_Overlay(-9999,"Null");
A_QuadshotFire(true);
}
}
QUAA ABCDEFGHIJKLMNOPQRS 1;
Goto Idle;
Pump:
QUAP A 0
{
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}
QUAP ABCD 1;
QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP EFGHIJKLM 1;
QUAP N 0 A_PlaySound("quadshot/pump2",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP NOPQRSTUVWXYZ[\ 1;
QUAP \ 0;
QUAI A 0; // force no tween
Goto Idle;
Reload:
QUAR A 0 A_Overlay(-9999,"Null");
QUAR ABCDEFGHIJK 1;
QUAR L 0
{
A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
}
QUAR LMNOPQRSTU 1;
QUAR V 0 A_DropShells();
QUAR VWXYZ[\] 1;
QUR2 ABCDEFGHIJKLMNOPQR 1;
QUR2 S 0
{
A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}
QUR2 STUVWXYZ[\] 1;
QUR3 ABCDEFGHIJKLMNO 1;
QUR3 P 0
{
A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}
QUR3 PQRSTUVWXYZ[\] 1;
QUR4 ABCDE 1;
QUR4 F 0
{
A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
}
QUR4 FGHIJKLMNOPQ 1;
QUAI A 0
{
let weap = Weapon(invoker);
invoker.clipcount = max(0,4-weap.Ammo1.Amount);
}
Goto Idle;
Deselect:
#### # 1 A_Overlay(-9999,"Null");
QUAD ABCDEFG 1;
QUAD G 1 A_Lower(int.max);
Wait;
MuzzleFlash:
QFLA A 3 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
MuzzleFlashAlt:
QFLA B 3 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
l.args[3] += 20;
}
Stop;
}
}