- Made Rifle scope shader toggleable, and tweaked its visuals a bit. - Various adjustments to vector math (using portal-aware functions). - Adjusted the penetration mechanics of the Quadshot, should be able to better go through multiple targets now. - Fixed incorrect state jump after zoomed rifle altfire. - Reduced the range of the Detector (2048 → 512), it was too massive. - [flak_m] Fixed the issue where some looping weapon sounds would get stuck if the player died or dropped the weapon. - Corrected Gun Lore description of Flamethrower altfire.
425 lines
10 KiB
Text
425 lines
10 KiB
Text
Class UFireLight : PaletteLight
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{
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Default
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{
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Tag "FlamG";
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Args 0,0,0,60;
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}
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}
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Class UFireTrail : Actor
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{
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Default
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{
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RenderStyle "Add";
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Radius 0.1;
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Height 0;
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+NOBLOCKMAP;
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+NOGRAVITY;
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+DONTSPLASH;
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+FORCEXYBILLBOARD;
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+NOTELEPORT;
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Scale 0.5;
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Alpha 0.2;
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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 ( !target || !target.bMISSILE )
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{
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Destroy();
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return;
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}
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SetOrigin(target.pos,true);
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}
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States
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{
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Spawn:
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FGFL A -1 Bright;
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Stop;
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}
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}
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Class UFireball : Actor
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{
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Vector3 Acceleration;
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double spreadf;
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int ns, nsp;
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property SpreadFactor : spreadf;
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property NumSmokes : ns;
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property NumSparks : nsp;
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Default
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{
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DamageType 'Fire';
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DamageFunction 30;
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Radius 4;
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Height 4;
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Speed 15;
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PROJECTILE;
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+SKYEXPLODE;
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+EXPLODEONWATER;
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+FORCERADIUSDMG;
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+NODAMAGETHRUST;
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+FORCEXYBILLBOARD;
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UFireball.SpreadFactor 0.2;
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UFireball.NumSmokes 1;
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UFireball.NumSparks 2;
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}
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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if ( bAMBUSH ) return;
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let l = Spawn("UFireTrail",pos);
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l.target = self;
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Acceleration = vel.unit()*50;
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A_PlaySound("eightball/fly",CHAN_VOICE,1.0,true,3.,pitch:1.5);
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}
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action void A_Spread()
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{
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vel += invoker.Acceleration/TICRATE;
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vel += (FRandom[EWizFX](-1,1),FRandom[EWizFX](-1,1),FRandom[EWizFX](-1,1))*FRandom[EWizFX](.5,1.)*invoker.spreadf;
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Vector3 dir = vel.unit();
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if ( vel.length() > 30. ) vel = dir*30.;
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angle = atan2(dir.y,dir.x);
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pitch = asin(-dir.z);
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if ( waterlevel > 0 )
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{
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int numpt = Random[ExploS](10,15);
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if ( bAMBUSH ) numpt /= 3;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](1,4);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.alpha *= 0.6;
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s.scale *= FRandom[ExploS](0.9,2.0);
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s.SetShade(Color(1,1,1)*Random[ExploS](64,128));
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}
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Destroy();
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return;
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}
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for ( int i=0; i<invoker.ns; i++ )
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{
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let s = Spawn("UTSmoke",pos);
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s.vel = (FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2));
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s.vel += vel*0.2;
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s.scale *= 0.5;
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}
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for ( int i=0; i<invoker.nsp; i++ )
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{
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if ( Random[FlameGun](0,3) ) continue;
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let s = Spawn("UTSpark",pos);
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s.vel = (FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2),FRandom[FlameGun](-0.2,0.2));
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s.ClearBounce();
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s.gravity *= 0.1;
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s.A_SetTranslation('FlamGSpark');
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}
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}
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action void A_FireballExplo()
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{
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A_SetRenderStyle(1.,STYLE_Add);
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A_NoGravity();
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if ( !bAMBUSH )
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{
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A_PlaySound("flamegun/exp",CHAN_VOICE,pitch:1.2);
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Spawn("UFireLight",pos);
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A_Explode(GetMissileDamage(0,0),60);
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UTMainHandler.DoBlast(self,60,9000);
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}
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A_SprayDecal("SmallRocketBlast");
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Scale *= FRandom[ExploS](0.6,0.9);
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Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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int numpt = Random[ExploS](10,15);
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if ( bAMBUSH ) numpt /= 3;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](2,8);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.scale *= FRandom[ExploS](0.9,1.5);
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s.SetShade(Color(1,1,1)*Random[ExploS](64,128));
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}
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numpt = Random[ExploS](6,12);
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if ( bAMBUSH ) numpt /= 3;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
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let s = Spawn("UTSpark",pos);
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s.vel = pvel;
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}
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numpt = Random[ExploS](10,20);
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if ( bAMBUSH ) numpt /= 3;
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
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let s = Spawn("UTChip",pos);
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s.vel = pvel;
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s.scale *= FRandom[ExploS](0.9,1.3);
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}
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}
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States
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{
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Spawn:
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FIRB ABCDEFGHIJK 1 Bright A_Spread();
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Loop;
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Death:
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TNT1 A 0 A_FireballExplo();
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FGEX ABCDEFGH 2 Bright;
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Stop;
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}
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}
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Class UFireball2 : UFireball
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{
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Default
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{
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Radius 8;
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Height 8;
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DamageFunction 60;
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Speed 5;
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UFireball.SpreadFactor 0.35;
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UFireball.NumSmokes 2;
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UFireball.NumSparks 4;
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}
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action void A_FireballExplo2()
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{
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scale *= 2.;
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A_Explode(GetMissileDamage(0,0),90);
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UTMainHandler.DoBlast(self,90,12000);
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Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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int numpt = Random[ExploS](10,15);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (dir*3+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit()*FRandom[ExploS](4,9);
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let s = Spawn("UTSmoke",pos);
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s.vel = pvel;
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s.scale *= FRandom[ExploS](1.9,2.5);
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s.SetShade(Color(1,1,1)*Random[ExploS](32,64));
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}
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Vector3 HitNormal = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
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if ( BlockingLine )
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{
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HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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if ( CurSector == BlockingLine.frontsector ) HitNormal *= -1;
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}
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else if ( BlockingFloor )
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{
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// find closest 3d floor for its normal
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F3DFloor ff = null;
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for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
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{
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if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
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ff = BlockingFloor.Get3DFloor(i);
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break;
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}
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if ( ff ) HitNormal = -ff.top.Normal;
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else HitNormal = BlockingFloor.floorplane.Normal;
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}
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else if ( BlockingCeiling )
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{
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// find closest 3d floor for its normal
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F3DFloor ff = null;
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for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
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{
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if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
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ff = BlockingCeiling.Get3DFloor(i);
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break;
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}
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if ( ff ) HitNormal = -ff.bottom.Normal;
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else HitNormal = BlockingCeiling.ceilingplane.Normal;
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}
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for ( int i=0; i<12; i++ )
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{
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dir = (HitNormal*1.2+(FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1))).unit();
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let s = Spawn("UFireballEmber",level.Vec3Offset(pos,HitNormal*2));
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s.vel = dir*s.speed*FRandom[ExploS](0.6,1.8);
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s.angle = atan2(dir.y,dir.x);
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s.pitch = asin(-dir.z);
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s.target = target;
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s.bHITOWNER = true;
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}
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}
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States
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{
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Death:
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TNT1 A 0 A_FireballExplo2();
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Goto Super::Death;
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}
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}
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Class UFireballEmber : UFireball
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{
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Default
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{
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DamageFunction 5;
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+AMBUSH;
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-NOGRAVITY;
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Gravity 0.3;
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Speed 8;
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UFireball.SpreadFactor 0.5;
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UFireball.NumSmokes 1;
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UFireball.NumSparks 1;
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}
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States
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{
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Death:
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TNT1 A 0
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{
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Scale *= 0.4;
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}
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Goto Super::Death;
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}
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}
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Class FlameGun : UnrealWeapon
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{
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bool bCharging;
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Default
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{
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Tag "$T_FLAMEGUN";
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Inventory.PickupMessage "$I_FLAMEGUN";
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Weapon.UpSound "flamegun/select";
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Weapon.SlotNumber 5;
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Weapon.SelectionOrder 1200;
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Weapon.SlotPriority 0.9;
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Weapon.AmmoType "FlameAmmo";
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Weapon.AmmoUse 10;
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Weapon.AmmoType2 "FlameAmmo";
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Weapon.AmmoUse2 20;
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Weapon.AmmoGive 100;
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UTWeapon.DropAmmo 50;
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}
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action void A_FlameGunFire( bool bAlt = false )
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{
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Weapon weap = Weapon(invoker);
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if ( !weap ) return;
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if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
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A_PlaySound(bAlt?"flamegun/alt":"flamegun/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
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invoker.FireEffect();
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UTMainHandler.DoFlash(self,Color(32,96,255,0),1);
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if ( bAlt )
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{
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A_QuakeEx(2,2,2,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.6,-0.5),FRandom[FlameGun](-0.3,0.3)),4,-1,5,SWING_Spring,3,2.5);
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}
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else
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{
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A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
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UTMainHandler.DoSwing(self,(FRandom[FlameGun](-0.3,-0.2),FRandom[FlameGun](-0.2,0.2)),4,-1,3,SWING_Spring,2,2);
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}
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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Vector3 x, y, z;
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double a, s;
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[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-z);
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Actor p = Spawn(bAlt?"UFireball2":"UFireball",origin);
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p.angle = angle;
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p.pitch = BulletSlope();
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p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
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p.target = self;
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int numpt = Random[FlameGun](10,15);
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for ( int i=0; i<numpt; i++ )
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{
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let s = Spawn("UTViewSpark",origin);
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UTViewSpark(s).ofs = (10,3,-1);
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UTViewSpark(s).vvel = (FRandom[FlameGun](3,12),FRandom[FlameGun](-2,2),FRandom[FFlameGun](-2,2));
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s.target = self;
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s.A_SetTranslation('FlamGSpark');
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}
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for ( int i=0; i<8; i++ )
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{
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let s = Spawn("UTViewSmoke",origin);
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UTViewSmoke(s).ofs = (10,3,-1);
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UTViewSmoke(s).vvel = (FRandom[FlameGun](0,1.2),FRandom[FlameGun](-.3,.3),FRandom[FlameGun](-.3,.3));
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s.target = self;
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s.scale *= 1.6;
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s.alpha *= 0.5;
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}
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}
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States
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{
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Spawn:
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FGNP A -1;
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Stop;
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FGNP B -1;
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Stop;
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Select:
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FGNS A 1 A_Raise(int.max);
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Wait;
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Ready:
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FGNS ABCDEFGHIJ 2 A_WeaponReady(WRF_NOFIRE);
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Goto Idle;
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Dummy:
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TNT1 A 1
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{
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A_CheckReload();
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if ( invoker.Ammo1.Amount >= 30 ) A_WeaponReady();
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else A_WeaponReady(WRF_NOSECONDARY);
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}
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Wait;
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Idle:
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FGNI A 0 A_Overlay(-9999,"Dummy");
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FGNI ABCDEFG 12;
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FGNI A 0 A_Jump(40,"Twiddle");
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Goto Idle+1;
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Twiddle:
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#### # 2 A_PlaySound("flamegun/idle",CHAN_6,Dampener.Active(self)?.1:1.);
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FGNT ABCDEFGHIJKLM 3;
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Goto Idle+1;
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Fire:
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#### # 1 A_Overlay(-9999,"Null");
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FGNF A 2
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{
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A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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}
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Hold:
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FGNF B 1 A_FlameGunFire();
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FGNF CDEF 1;
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FGNF G 0
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{
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if ( invoker.CheckAmmo(0,false,true) )
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A_Refire("Refire");
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}
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FGNF G 0 A_ClearRefire();
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FGNF GHIJ 2;
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FGNT A 0 A_PlaySound("flamegun/end",CHAN_6,Dampener.Active(self)?.1:1.);
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FGNT ABCDEFGHIJKLM 2;
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Goto Idle;
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Refire:
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FGNF G 2 A_PlaySound("flamegun/start",CHAN_6,Dampener.Active(self)?.1:1.);
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Goto Hold;
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AltFire:
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#### # 1 A_Overlay(-9999,"Null");
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FGNF A 1
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{
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A_PlaySound("flamegun/charge",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
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if ( !Dampener.Active(self) ) A_AlertMonsters();
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}
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FGNF A 1
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{
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invoker.special1++;
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A_WeaponOffset(FRandom[FlameGun](-.1,.1)*invoker.special1,32+FRandom[FlameGun](-.1,.1)*invoker.special1);
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return A_JumpIf(invoker.special1>40,"AltRelease");
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}
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Wait;
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AltRelease:
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FGNF B 2
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{
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invoker.special1 = 0;
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A_WeaponOffset(0,32);
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A_FlameGunFire(true);
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}
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FGNF CDEFGHIJ 2;
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FGNT ABCDEFGHIJKLM 2;
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Goto Idle;
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Deselect:
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FGND A 1 A_Overlay(-9999,"Null");
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FGND BCDEFGHIJ 1;
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FGND J 1 A_Lower(int.max);
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Wait;
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}
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}
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