stinger_m/zscript/upowerups.zsc
Marisa Kirisame 912cad96c5 Oh boy, it begins.
Assigned all pickup models.
Implemented all ammo types.
Finished Flak Cannon.
Additional cleanup.
Slot reassignments and other adjustments to match known Unreal prototype info.
2019-09-04 02:37:59 +02:00

310 lines
6.3 KiB
Text

Class UInvisibility : UnrealInventory
{
Default
{
Tag "$T_INVISIBILITY";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.Icon "I_Invis";
Inventory.PickupMessage "$I_INVISIBILITY";
Inventory.RespawnTics 3500;
Inventory.MaxAmount 2;
UnrealInventory.Charge 100;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
if ( bActive )
{
Owner.A_PlaySound("uinvis/toggle",CHAN_ITEM);
Owner.GiveInventory("PowerUInvisibility",1);
}
else Owner.TakeInventory("PowerUInvisibility",1);
return false;
}
override void Tick()
{
Super.Tick();
if ( !bActive ) return;
if ( special1 == -1 )
{
Owner.TakeInventory("PowerUInvisibility",1);
special1 = 3;
}
else if ( special1 > 1 ) special1--;
else if ( special1 == 1 )
{
Owner.GiveInventory("PowerUInvisibility",1);
special1 = 0;
}
if ( !(level.maptime%35) && DrainCharge(1) )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_INVISIBILITY"));
Owner.TakeInventory("PowerUInvisibility",1);
DepleteOrDestroy();
}
}
override void OnDrop( Actor dropper )
{
Super.OnDrop(dropper);
dropper.TakeInventory("PowerUInvisibility",1);
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("UInvisibilityX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
INVS A -1;
Stop;
}
}
Class UInvisibilityX : AsmdAmmoX
{
States
{
Spawn:
INVS A -1 Bright;
Stop;
}
}
Class PowerUInvisibility : PowerInvisibility
{
Default
{
Powerup.Duration 0x7FFFFFFD;
Powerup.Strength 90;
Powerup.Mode "Additive";
}
}
Class Amplifier : UnrealInventory
{
Default
{
Tag "$T_AMPLIFIER";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.Icon "I_Amp";
Inventory.PickupMessage "$I_AMPLIFIER";
Inventory.RespawnTics 3150;
Inventory.MaxAmount 2;
UnrealInventory.Charge 1000;
}
static double GetMult( Actor Owner, int val )
{
if ( !Owner ) return 1.;
let d = Amplifier(Owner.FindInventory("Amplifier"));
if ( !d || !d.bActive ) return 1.;
double Multiplier = max(1,4*(double(d.Charge-val)/d.DefaultCharge));
d.DrainCharge(val);
return Multiplier;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
return false;
}
override void Tick()
{
Super.Tick();
if ( bActive && !tracer )
{
tracer = Spawn("AmpSound",Owner.pos);
tracer.target = Owner;
tracer.master = self;
}
else if ( !bActive && tracer ) tracer.Destroy();
if ( !bActive ) return;
if ( (Charge <= 0) || (!(level.maptime%35) && DrainCharge(2)) )
{
Owner.A_PlaySound("amplifier/set",CHAN_ITEM);
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_AMPLIFIER"));
if ( tracer ) tracer.Destroy();
DepleteOrDestroy();
}
}
States
{
Spawn:
AMPP A -1;
Stop;
}
}
Class AmpSound : Actor
{
Default
{
+NOBLOCKMAP;
+NOGRAVITY;
}
override void Tick()
{
Super.Tick();
if ( !target || !master )
{
Destroy();
return;
}
SetOrigin(target.pos,true);
if ( target.CheckLocalView() )
{
A_SoundVolume(CHAN_VOICE,0.0);
A_SoundVolume(CHAN_7,1.0);
}
else
{
A_SoundVolume(CHAN_VOICE,0.25);
A_SoundVolume(CHAN_7,0.0);
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_PlaySound("amplifier/act",CHAN_VOICE,0.25,true,1.5);
A_PlaySound("amplifier/act",CHAN_7,1.0,true,ATTN_NONE);
}
override void OnDestroy()
{
Super.OnDestroy();
A_StopSound(CHAN_VOICE);
A_StopSound(CHAN_7);
}
}
Class UJumpBoots : UnrealInventory
{
int draincnt;
Default
{
Tag "$T_JUMPBOOTS";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 3;
Inventory.Icon "I_Boots";
Inventory.PickupMessage "$I_JUMPBOOTS";
Inventory.RespawnTics 1050;
UnrealInventory.Charge 3;
}
override bool Use( bool pickup )
{
if ( pickup ) return false;
bActive = !bActive;
Owner.A_PlaySound("boot/pickup",CHAN_ITEM);
if ( bActive ) Owner.GiveInventory("PowerJumpBoots_HighJump",1);
else Owner.TakeInventory("PowerJumpBoots_HighJump",1);
return false;
}
override void Tick()
{
Super.Tick();
if ( !Owner || !Owner.player ) return;
draincnt++;
if ( (draincnt >= 700) || (bActive && (owner.player.jumptics == -1)) )
{
draincnt = 0;
charge--;
Owner.A_PlaySound("boot/jump",CHAN_BODY);
}
else if ( (charge <= 0) && owner.player.onground )
{
if ( Owner.CheckLocalView() ) Console.Printf(StringTable.Localize("$D_JUMPBOOTS"));
Amount--;
Owner.TakeInventory("PowerJumpBoots_HighJump",1);
charge = defaultcharge;
bActive = false;
if ( Amount <= 0 ) DepleteOrDestroy();
}
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( (level.maptime > 0) || !InStateSequence(CurState,FindState("Spawn")) ) return;
// detect hurtfloors
// can't detect terraindef-based damage
// this is currently an engine limitation
bool foundslime = false;
bool foundlava = false;
bool foundswim = false;
for ( int i=0; i<level.Sectors.Size(); i++ )
{
Sector s = level.Sectors[i];
if ( s.MoreFlags&Sector.SECMF_UNDERWATER ) foundswim = true;
if ( !s.DamageInterval || !s.DamageAmount ) continue;
if ( s.DamageType == 'Slime' ) foundslime = true;
else if ( s.DamageType == 'Fire' ) foundlava = true;
}
// TODO replace self with asbestos/toxin suits or scuba
}
override void AttachToOwner( Actor Other )
{
Super.AttachToOwner(Other);
Other.GiveInventory("PowerJumpBoots_IronFeet",1);
}
override void DetachFromOwner()
{
Super.DetachFromOwner();
Owner.TakeInventory("PowerJumpBoots_HighJump",1);
Owner.TakeInventory("PowerJumpBoots_IronFeet",1);
}
States
{
Spawn:
JBUT A -1;
Stop;
}
}
Class MotionDetector : UnrealInventory
{
Default
{
Tag "$T_DETECTOR";
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+INVENTORY.ALWAYSPICKUP;
Inventory.MaxAmount 1;
Inventory.Icon "I_Detect";
Inventory.PickupMessage "$I_DETECTOR";
Inventory.RespawnTics 1050;
UnrealInventory.Charge 3500;
}
States
{
Spawn:
MDET A -1;
Stop;
}
}
Class SCUBAGear : UnrealInventory
{
Default
{
Tag "$T_SCUBA";
Inventory.MaxAmount 1;
Inventory.Icon "I_Scuba";
Inventory.PickupMessage "$I_SCUBA";
Inventory.RespawnTics 700;
UnrealInventory.Charge 4200;
}
States
{
Spawn:
SCUB A -1;
Stop;
}
}