- Fix inventory items not removing themselves when fully drained and no more copies are held. - Fixed Minigun playing the unwind animation on player death. - Fixed main hand Automag still firing when out of ammo dual wielding. - Corrected name clash between two explosion sounds. - Fixed suits still protecting from elemental damage when depleted. - Add option to wear all suits simultaneously. - Stunner now consumes Stinger ammo to recharge, this is more in line with the Unreal Bible. - Max damage per explosion capped to 100 for Stinger. Prevents ludicrous map-clearing explosions with an amplified asmd combo. - Shoot-through lines can now be activated by hitscan/beam weapons thanks to new DT "bullet trail" feature. No more softlocks in custom maps. - Added option to make Peacemaker missiles not seek owner and allies. - Peacemaker missiles start seeking targets much earlier, making it more viable indoors. - Autocannon has had its damage increased again. - Adjusted swingers for many weapons to feel a bit more natural. Still far from perfect. - Reverted changes to Flamethrower projectile density, and simply made it have less dynamic lights. - Adjustments to armors. Suit elemental resistances now take priority (as intended). [please redownload your DT devbuild for full effect] - Added ring effect for 6-rocket tight wad. Completely forgot this was a thing. - Fixed flashlight not clearing its dynlights when depleted and still having copies.
1163 lines
30 KiB
Text
1163 lines
30 KiB
Text
Class FlameAmmo : Ammo
|
|
{
|
|
Default
|
|
{
|
|
Tag "$T_FLAMEAMMO";
|
|
Inventory.Icon "I_Napalm";
|
|
Inventory.PickupMessage "$I_FLAMEAMMO";
|
|
Inventory.Amount 60;
|
|
Inventory.MaxAmount 450;
|
|
Ammo.BackpackAmount 30;
|
|
Ammo.BackpackMaxAmount 900;
|
|
Ammo.DropAmount 30;
|
|
}
|
|
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 )
|
|
{
|
|
let r = Spawn("RocketAmmo",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;
|
|
Destroy();
|
|
}
|
|
else
|
|
{
|
|
Owner.RemoveInventory(self);
|
|
Destroy();
|
|
}
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FLMA A -1;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class OnFireLight : DynamicLight
|
|
{
|
|
OnFire of;
|
|
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( !of || !of.victim )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
Args[0] = clamp(of.Amount*4,0,255);
|
|
Args[1] = clamp(of.Amount*2,0,128);
|
|
Args[3] = int(max(of.victim.radius,of.victim.height)*2.+20+clamp(of.amount/5,0,80));
|
|
SetOrigin(of.Victim.Vec3Offset(0,0,of.Victim.Height/2),true);
|
|
}
|
|
}
|
|
|
|
Class OnFire : Thinker
|
|
{
|
|
Actor victim, instigator, lite;
|
|
int amount, cnt, delay;
|
|
bool forcespread;
|
|
double oangle;
|
|
|
|
override void Tick()
|
|
{
|
|
if ( !victim )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
if ( victim.waterlevel > 0 )
|
|
{
|
|
if ( lite ) lite.Destroy();
|
|
amount -= int(victim.waterlevel**2);
|
|
}
|
|
if ( victim.Health <= 0 ) amount = min(amount,100);
|
|
if ( !(victim is 'UNapalm') )
|
|
{
|
|
if ( !(level.maptime%3) )
|
|
amount--;
|
|
if ( victim.player ) amount -= int(abs(actor.deltaangle(victim.angle,oangle))/30);
|
|
oangle = victim.angle;
|
|
}
|
|
if ( (victim is 'UNapalm') && victim.InStateSequence(victim.CurState,victim.FindState("XDeath")) )
|
|
amount = min(amount-3,100);
|
|
if ( amount < -30 )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
if ( cnt > 0 ) cnt--;
|
|
else
|
|
{
|
|
cnt = 10;
|
|
if ( victim.bSHOOTABLE && (victim.Health > 0) && (amount > 0) )
|
|
victim.DamageMobj(instigator.FindInventory("UFlamethrower"),instigator,clamp(int(amount*(victim.bBOSS?0.05:0.15)),1,20),'Fire',DMG_THRUSTLESS);
|
|
if ( !victim )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
}
|
|
if ( delay > 0 ) delay--;
|
|
if ( level.maptime%5 ) return;
|
|
int numpt = clamp(int(Random[FlameT](2,4)*amount*0.02),1,4);
|
|
double mult = max(victim.radius,victim.height)/30.;
|
|
numpt = int(clamp(numpt*mult**.5,1,5));
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pos = victim.Vec3Offset(FRandom[FlameT](-victim.radius,victim.radius)*0.8,FRandom[FlameT](-victim.radius,victim.radius)*0.8,FRandom[FlameT](victim.height*0.2,victim.height*0.8));
|
|
double ang = FRandom[FlameT](0,360);
|
|
double pt = FRandom[FlameT](-90,90);
|
|
if ( amount > 0 )
|
|
{
|
|
let c = victim.Spawn("UFlameTrail",pos);
|
|
c.scale *= max(.3,mult*0.5);
|
|
c.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.5,2.)*c.scale.x;
|
|
}
|
|
let s = victim.Spawn("UTSmoke",pos);
|
|
s.scale *= max(1.,1.6*mult);
|
|
s.alpha *= min(amount+30,100)*0.02;
|
|
s.vel = victim.vel*0.5+(cos(ang)*cos(pt),sin(ang)*cos(pt),-sin(pt))*FRandom[FlameT](.2,.6)*s.scale.x;
|
|
}
|
|
if ( (!sting_flametspread && !forcespread) || (amount <= 0) ) return;
|
|
// spread to nearby actors
|
|
let bt = BlockThingsIterator.Create(victim);
|
|
while ( bt.Next() )
|
|
{
|
|
let t = bt.Thing;
|
|
if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == victim) || ((t == instigator) && (delay > 0)) || (victim.Distance3D(t) > victim.radius+t.radius+20) || !victim.CheckSight(t) ) continue;
|
|
int amt = max(1,amount/10);
|
|
if ( IsOnFire(t) ) amt = min(5,amt);
|
|
Apply(t,instigator,amt);
|
|
}
|
|
}
|
|
|
|
static OnFire Apply( Actor victim, Actor instigator, int amount, bool forcespread = false, int delay = 0 )
|
|
{
|
|
if ( amount <= 0 ) return null;
|
|
if ( victim is 'ShredCorpseHitbox' ) return null;
|
|
let ti = ThinkerIterator.Create("OnFire",STAT_USER);
|
|
OnFire t;
|
|
while ( t = OnFire(ti.Next()) )
|
|
{
|
|
if ( t.victim != victim ) continue;
|
|
if ( instigator ) t.instigator = instigator;
|
|
t.amount = min(500,t.amount+amount);
|
|
t.cnt = min(t.cnt,5);
|
|
return t;
|
|
}
|
|
t = new("ONFire");
|
|
t.ChangeStatNum(STAT_USER);
|
|
t.victim = victim;
|
|
t.instigator = instigator;
|
|
t.amount = min(500,amount);
|
|
t.cnt = 1;
|
|
// for napalm gel
|
|
t.forcespread = forcespread;
|
|
t.delay = delay;
|
|
t.lite = Actor.Spawn("OnFireLight",victim.pos);
|
|
OnFireLight(t.lite).of = t;
|
|
t.oangle = victim.angle;
|
|
return t;
|
|
}
|
|
|
|
static bool IsOnFire( Actor victim )
|
|
{
|
|
let ti = ThinkerIterator.Create("OnFire",STAT_USER);
|
|
OnFire t;
|
|
while ( t = OnFire(ti.Next()) )
|
|
{
|
|
if ( t.victim != victim ) continue;
|
|
return (t.amount>0);
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
|
|
Class UFlameLight : PaletteLight
|
|
{
|
|
Default
|
|
{
|
|
Tag "Ampd";
|
|
Args 0,0,0,40;
|
|
ReactionTime 40;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
Args[0] /= 10;
|
|
Args[1] /= 10;
|
|
Args[2] /= 10;
|
|
Args[3] += 3;
|
|
if ( !target || (target.waterlevel > 0) )
|
|
{
|
|
Destroy();
|
|
return;
|
|
}
|
|
SetOrigin(target.pos,true);
|
|
}
|
|
}
|
|
|
|
Class UFlame : Actor
|
|
{
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
if ( (waterlevel <= 0) && Random[FlameT](0,1) )
|
|
{
|
|
let l = Spawn("UFlameLight",pos);
|
|
l.target = self;
|
|
}
|
|
Scale.x *= RandomPick[ExploS](-1,1);
|
|
Scale.y *= RandomPick[ExploS](-1,1);
|
|
}
|
|
action void A_Flame()
|
|
{
|
|
if ( waterlevel > 0 )
|
|
vel *= 0.9;
|
|
else
|
|
{
|
|
vel *= 0.98;
|
|
vel.z += 0.2*abs(scale.x);
|
|
}
|
|
if ( waterlevel > 0 )
|
|
{
|
|
let s = Spawn("UTSmoke",pos);
|
|
s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
|
|
s.vel += vel*0.3;
|
|
s.alpha *= alpha*4;
|
|
s.scale *= 0.5+abs(scale.x)*(.5+GetAge()/6.);
|
|
Destroy();
|
|
return;
|
|
}
|
|
if ( !Random[FlameT](0,int(40*(default.alpha-alpha))) )
|
|
{
|
|
let s = Spawn("UTSmoke",pos);
|
|
s.vel = (FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2),FRandom[FlameT](-0.2,0.2));
|
|
s.vel += vel*0.3;
|
|
s.alpha *= alpha*4;
|
|
s.scale *= 0.5+abs(scale.x)*(.5+GetAge()/6.);
|
|
}
|
|
if ( bAMBUSH ) return;
|
|
if ( Random[FlameT](0,int(20*((default.alpha+0.1)-alpha))) ) return;
|
|
double rad = 60+120*int(0.2-alpha);
|
|
let bt = BlockThingsIterator.Create(self,rad);
|
|
while ( bt.Next() )
|
|
{
|
|
let t = bt.Thing;
|
|
if ( !t || !t.bSHOOTABLE || (t.Health <= 0) || (t == tracer) || ((t == master) && (GetAge() < 6)) || (Distance3D(t) > rad+t.radius) ) continue;
|
|
int amt = max(1,int(alpha*10));
|
|
OnFire.Apply(t,master,amt);
|
|
}
|
|
}
|
|
Default
|
|
{
|
|
RenderStyle "Add";
|
|
Speed 20;
|
|
Radius 4;
|
|
Height 4;
|
|
Alpha 0.2;
|
|
Scale 0.1;
|
|
+NOBLOCKMAP;
|
|
+NOGRAVITY;
|
|
+NOFRICTION;
|
|
+SLIDESONWALLS;
|
|
+ACTIVATEPCROSS;
|
|
+ACTIVATEIMPACT;
|
|
+NOTELEPORT;
|
|
+FORCEXYBILLBOARD;
|
|
+DROPOFF;
|
|
+NOBLOCKMONST;
|
|
//+THRUIMPASSABLE; // gonna have to implement this
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SEXP AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTT 1 Bright
|
|
{
|
|
A_Flame();
|
|
A_SetScale(scale.x*1.01+0.04);
|
|
A_FadeOut(0.005);
|
|
}
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UFlameTrail : UFlame
|
|
{
|
|
override void PostBeginPlay()
|
|
{
|
|
Actor.PostBeginPlay();
|
|
Scale.x *= RandomPick[ExploS](-1,1);
|
|
Scale.y *= RandomPick[ExploS](-1,1);
|
|
}
|
|
Default
|
|
{
|
|
Speed 2;
|
|
Alpha 0.3;
|
|
Scale 0.6;
|
|
+AMBUSH;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
SEXP AABBCCDDEEFFGGHHIIJJKKLLMMNNOOPPQQRRSSTT 1 Bright
|
|
{
|
|
A_Flame();
|
|
A_SetScale(scale.x*0.98);
|
|
A_FadeOut(0.01);
|
|
vel.z += 0.1;
|
|
}
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UNapalm : Actor
|
|
{
|
|
enum EHitType
|
|
{
|
|
HIT_NONE,
|
|
HIT_WALL,
|
|
HIT_CEILING,
|
|
HIT_FLOOR
|
|
};
|
|
int hittype;
|
|
int deadtimer, dttimer;
|
|
Line atline;
|
|
int atside;
|
|
int atpart;
|
|
int atplane;
|
|
Sector atsector;
|
|
double atz;
|
|
double rollvel, pitchvel, yawvel;
|
|
Vector3 normal;
|
|
Actor atbridge;
|
|
bool onbridge;
|
|
Vector3 atbridgeofs;
|
|
OnFire myfire;
|
|
Actor lasthit;
|
|
|
|
override void PostBeginPlay()
|
|
{
|
|
Super.PostBeginPlay();
|
|
vel.z += 3;
|
|
deadtimer = 105;
|
|
rollvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
|
|
pitchvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
|
|
yawvel = FRandom[FlameT](10,30)*RandomPick[FlameT](-1,1);
|
|
if ( waterlevel <= 0 ) myfire = OnFire.Apply(self,target,int(120*scale.x),true,6);
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( isFrozen() ) return;
|
|
if ( !bNOGRAVITY )
|
|
{
|
|
roll += rollvel;
|
|
pitch += pitchvel;
|
|
pitch += yawvel;
|
|
if ( waterlevel > 0 )
|
|
{
|
|
vel.xy *= 0.98;
|
|
rollvel *= 0.98;
|
|
pitchvel *= 0.98;
|
|
yawvel *= 0.98;
|
|
}
|
|
}
|
|
if ( !Random[FlameT](0,2) )
|
|
{
|
|
Vector3 pvel = (FRandom[FlameT](-1,1),FRandom[FlameT](-1,1),FRandom[FlameT](-1,1)).unit()*FRandom[FlameT](0.2,0.4);
|
|
let s = Spawn("UTSmoke",pos+normal);
|
|
s.vel = pvel+vel*0.25+normal*0.5;
|
|
s.scale *= scale.x;
|
|
s.alpha *= scale.x;
|
|
if ( InStateSequence(CurState,FindState("XDeath")) )
|
|
s.scale *= (12-frame)/12.;
|
|
}
|
|
if ( onbridge ) // attempt to follow the movement of the bridge (if it's moving)
|
|
{
|
|
if ( atbridge )
|
|
{
|
|
if ( !Warp(atbridge,atbridgeofs.x,atbridgeofs.y,atbridgeofs.z,0,WARPF_ABSOLUTEOFFSET|WARPF_USECALLERANGLE|WARPF_COPYINTERPOLATION) )
|
|
deadtimer = min(deadtimer,0);
|
|
}
|
|
else deadtimer = 0;
|
|
}
|
|
if ( atline ) // attempt to follow the movement of the line
|
|
{
|
|
if ( atpart == 1 )
|
|
{
|
|
if ( atline.flags&Line.ML_DONTPEGTOP ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
|
|
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1)),true);
|
|
}
|
|
else if ( atpart == -1 )
|
|
{
|
|
if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
|
|
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0)),true);
|
|
}
|
|
else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
|
|
else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
|
|
if ( (pos.z > ceilingz) || (pos.z < floorz) ) deadtimer = min(deadtimer,0);
|
|
}
|
|
else if ( atsector ) // attempt to follow the movement of the plane
|
|
{
|
|
SetOrigin(Vec2OffsetZ(0,0,atz+atsector.GetPlaneTexZ(atplane)),true);
|
|
if ( ceilingz-floorz <= 2 ) deadtimer = min(deadtimer,0);
|
|
}
|
|
if ( (deadtimer-- <= 0) && !InStateSequence(CurState,FindState("XDeath")) )
|
|
SetStateLabel("XDeath");
|
|
}
|
|
// align self to what surface was hit
|
|
// TODO handle plane collision within the very border between two
|
|
// sectors (most noticeable with moving 3d floors)
|
|
virtual void AlignSelf()
|
|
{
|
|
F3DFloor ff;
|
|
bINTERPOLATEANGLES = false;
|
|
bHITOWNER = true;
|
|
A_NoGravity();
|
|
A_Stop();
|
|
A_SetSize(0.1,0);
|
|
if ( tracer && tracer.bSHOOTABLE ) OnFire.Apply(tracer,target,myfire?myfire.Amount:10);
|
|
if ( tracer && tracer.bACTLIKEBRIDGE )
|
|
{
|
|
atbridge = tracer;
|
|
onbridge = true;
|
|
if ( (pos.x+radius) <= (atbridge.pos.x-atbridge.radius) )
|
|
{
|
|
// west side
|
|
normal = (-1,0,0);
|
|
SetOrigin((atbridge.pos.x-atbridge.radius,pos.y,pos.z),false);
|
|
atbridgeofs = pos-atbridge.pos;
|
|
angle = 180;
|
|
pitch = 0;
|
|
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else hittype = HIT_WALL;
|
|
}
|
|
else if ( (pos.x-radius) >= (atbridge.pos.x+atbridge.radius) )
|
|
{
|
|
// east side
|
|
normal = (1,0,0);
|
|
SetOrigin((atbridge.pos.x+atbridge.radius,pos.y,pos.z),false);
|
|
atbridgeofs = pos-atbridge.pos;
|
|
angle = 0;
|
|
pitch = 0;
|
|
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else hittype = HIT_WALL;
|
|
}
|
|
else if ( (pos.y+radius) <= (atbridge.pos.y-atbridge.radius) )
|
|
{
|
|
// north side
|
|
normal = (0,-1,0);
|
|
SetOrigin((pos.x,atbridge.pos.y-atbridge.radius,pos.z),false);
|
|
atbridgeofs = pos-atbridge.pos;
|
|
angle = 270;
|
|
pitch = 0;
|
|
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else hittype = HIT_WALL;
|
|
}
|
|
else if ( (pos.y-radius) >= (atbridge.pos.y+atbridge.radius) )
|
|
{
|
|
// south side
|
|
normal = (0,1,0);
|
|
SetOrigin((pos.x,atbridge.pos.y+atbridge.radius,pos.z),false);
|
|
atbridgeofs = pos-atbridge.pos;
|
|
angle = 90;
|
|
pitch = 0;
|
|
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else hittype = HIT_WALL;
|
|
}
|
|
else if ( pos.z >= (atbridge.pos.z+atbridge.height) )
|
|
{
|
|
// top of actor
|
|
normal = (0,0,1);
|
|
SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
|
|
atbridgeofs = pos-atbridge.pos;
|
|
pitch = -90;
|
|
angle = 0;
|
|
roll = FRandom[FlameT](0,360);
|
|
hittype = HIT_FLOOR;
|
|
}
|
|
else if ( (pos.z+height) <= atbridge.pos.z )
|
|
{
|
|
// bottom of actor
|
|
normal = (0,0,-1);
|
|
SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
|
|
pitch = 90;
|
|
angle = 0;
|
|
roll = FRandom[FlameT](0,360);
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else hittype = HIT_CEILING;
|
|
}
|
|
else
|
|
{
|
|
// inside of actor, just shove to the top or bottom based on our Z velocity
|
|
if ( vel.z <= 0 )
|
|
{
|
|
normal = (0,0,1);
|
|
SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
|
|
atbridgeofs = pos-atbridge.pos;
|
|
pitch = -90;
|
|
angle = 0;
|
|
roll = FRandom[FlameT](0,360);
|
|
hittype = HIT_FLOOR;
|
|
}
|
|
else
|
|
{
|
|
normal = (0,0,-1);
|
|
SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
|
|
pitch = 90;
|
|
angle = 0;
|
|
roll = FRandom[FlameT](0,360);
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else hittype = HIT_CEILING;
|
|
}
|
|
}
|
|
}
|
|
else if ( BlockingFloor )
|
|
{
|
|
// find closest 3d floor for its normal
|
|
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
|
|
{
|
|
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
|
|
ff = BlockingFloor.Get3DFLoor(i);
|
|
break;
|
|
}
|
|
if ( ff )
|
|
{
|
|
normal = -ff.top.Normal;
|
|
atsector = ff.model;
|
|
atplane = 1;
|
|
}
|
|
else
|
|
{
|
|
normal = BlockingFloor.floorplane.Normal;
|
|
atsector = BlockingFloor;
|
|
atplane = 0;
|
|
}
|
|
pitch = asin(-normal.z);
|
|
angle = atan2(normal.y,normal.x);
|
|
roll = FRandom[FlameT](0,360);
|
|
SetOrigin((pos.x,pos.y,floorz)+normal*0.5,false);
|
|
atz = pos.z-atsector.GetPlaneTexZ(atplane);
|
|
hittype = HIT_FLOOR;
|
|
}
|
|
else if ( BlockingCeiling )
|
|
{
|
|
// find closest 3d floor for its normal
|
|
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
|
|
{
|
|
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
|
|
ff = BlockingCeiling.Get3DFloor(i);
|
|
break;
|
|
}
|
|
if ( ff )
|
|
{
|
|
normal = -ff.bottom.Normal;
|
|
atsector = ff.model;
|
|
atplane = 0;
|
|
}
|
|
else
|
|
{
|
|
normal = BlockingCeiling.ceilingplane.Normal;
|
|
atsector = BlockingCeiling;
|
|
atplane = 1;
|
|
}
|
|
pitch = asin(-normal.z);
|
|
angle = atan2(normal.y,normal.x);
|
|
roll = FRandom[FlameT](0,360);
|
|
SetOrigin((pos.x,pos.y,ceilingz)+normal*0.5,false);
|
|
atz = pos.z-atsector.GetPlaneTexZ(atplane);
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else if ( normal dot (0,0,-1) > 0.7 )
|
|
hittype = HIT_CEILING;
|
|
else hittype = HIT_FLOOR;
|
|
}
|
|
else if ( BlockingLine )
|
|
{
|
|
atline = BlockingLine;
|
|
normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
|
|
atside = 1;
|
|
if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
|
|
{
|
|
atside = 0;
|
|
normal *= -1;
|
|
}
|
|
Vector3 orig = (BlockingLine.v1.p.x,BlockingLine.v1.p.y,0);
|
|
Vector3 onwall = pos-(normal dot (pos-orig))*normal;
|
|
SetOrigin(onwall+normal*0.5,false);
|
|
// attempt to guess line part (upper/mid/lower)
|
|
if ( !atline.sidedef[1] ) atpart = 0; // mid
|
|
else if ( atline.sidedef[atside?0:1].sector.ceilingplane.ZAtPoint(pos.xy) < pos.z ) atpart = 1; // upper
|
|
else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > (pos.z+height) ) atpart = -1; // lower
|
|
else
|
|
{
|
|
atpart = 0;
|
|
// check if we're touching a 3d floor line
|
|
Sector backsector = atline.sidedef[atside?0:1].sector;
|
|
for ( int i=0; i<backsector.Get3DFloorCount(); i++ )
|
|
{
|
|
if ( backsector.Get3DFloor(i).bottom.ZAtPoint(pos.xy) > (pos.z+height) ) continue;
|
|
if ( backsector.Get3DFloor(i).top.ZAtPoint(pos.xy) < pos.z ) continue;
|
|
ff = backsector.Get3DFloor(i);
|
|
break;
|
|
}
|
|
// attach to it
|
|
if ( ff )
|
|
{
|
|
atline = ff.master;
|
|
atside = 0;
|
|
}
|
|
}
|
|
if ( atpart == 1 )
|
|
{
|
|
if ( atline.flags&Line.ML_DONTPEGTOP ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
|
|
else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1);
|
|
}
|
|
else if ( atpart == -1 )
|
|
{
|
|
if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
|
|
else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0);
|
|
}
|
|
else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
|
|
else atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
|
|
angle = atan2(normal.y,normal.x);
|
|
pitch = 0;
|
|
roll = 180; // otherwise it slides upwards (UT changes roll like this too)
|
|
if ( waterlevel > 0 ) hittype = HIT_FLOOR;
|
|
else hittype = HIT_WALL;
|
|
}
|
|
A_PlaySound("napalm/hit",CHAN_BODY,min(1.,scale.x));
|
|
}
|
|
action void A_DropDrip()
|
|
{
|
|
let d = Spawn("UNapalmSplash",pos+invoker.normal*2*scale.x);
|
|
d.target = target;
|
|
d.angle = angle;
|
|
d.pitch = pitch;
|
|
d.roll = roll;
|
|
d.master = self;
|
|
d.scale = scale*0.5;
|
|
d.vel.z -= 6;
|
|
}
|
|
override int DoSpecialDamage( Actor target, int damage, Name damagetype )
|
|
{
|
|
if ( target != lasthit )
|
|
{
|
|
OnFire.Apply(target,self.target,myfire?myfire.Amount:1);
|
|
lasthit = target;
|
|
}
|
|
return damage;
|
|
}
|
|
Default
|
|
{
|
|
Obituary "$O_FLAMETHROWER";
|
|
DamageFunction 1;
|
|
DamageType 'Fire';
|
|
Radius 4;
|
|
Height 4;
|
|
Speed 15;
|
|
Gravity 0.35;
|
|
PROJECTILE;
|
|
-NOGRAVITY;
|
|
+SKYEXPLODE;
|
|
+EXPLODEONWATER;
|
|
+FORCERADIUSDMG;
|
|
+FORCEXYBILLBOARD;
|
|
+MOVEWITHSECTOR;
|
|
+NODAMAGETHRUST;
|
|
+HITTRACER;
|
|
+INTERPOLATEANGLES;
|
|
+NOFRICTION;
|
|
+RIPPER;
|
|
+BLOODLESSIMPACT;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
GELF ABCDEFGHIJKLM 1;
|
|
Loop;
|
|
Death:
|
|
GELH A 1 AlignSelf();
|
|
GELH BCDEFGHIJ 1;
|
|
GELH J 1 A_SetTics(Random[FlameT](10,30));
|
|
GELH J -1
|
|
{
|
|
invoker.deadtimer = Random[FlameT](250,300);
|
|
if ( invoker.hittype == HIT_WALL ) return ResolveState("Slide");
|
|
else if ( invoker.hittype == HIT_CEILING ) return ResolveState("Drip");
|
|
return ResolveState(null);
|
|
}
|
|
Stop;
|
|
Drip:
|
|
GELD ABCDEFGH 4;
|
|
GELD I 4 A_DropDrip();
|
|
GELD JKLM 4;
|
|
GELH J -1;
|
|
Stop;
|
|
Slide:
|
|
GELS ABCDEF 3;
|
|
GELS G -1;
|
|
Stop;
|
|
XDeath:
|
|
GELX ABCDEFGHIJKL 4;
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UNapalmGlob : UNapalm
|
|
{
|
|
int numsplash;
|
|
|
|
override void AlignSelf()
|
|
{
|
|
Super.AlignSelf();
|
|
if ( Scale.x > 1 ) numsplash = int(8*Scale.x)-1;
|
|
}
|
|
override void OnDestroy()
|
|
{
|
|
Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
|
while ( numsplash > 0 )
|
|
{
|
|
for ( int i=0; i<2; i++ )
|
|
{
|
|
if ( numsplash-- <= 0 ) return;
|
|
Vector3 dir = (ofs+(FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8))).unit();
|
|
A_SetScale(scale.x-0.05);
|
|
let d = Spawn("UNapalmSplash",pos+ofs*4);
|
|
d.target = target;
|
|
d.master = self;
|
|
d.scale *= FRandom[FlameT](0.5,0.7);
|
|
d.angle = atan2(dir.y,dir.x);
|
|
d.pitch = -asin(dir.z);
|
|
d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[FlameT](0.3,0.5)*scale.x;
|
|
d.vel.z -= 2;
|
|
}
|
|
}
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( isFrozen() ) return;
|
|
Vector3 ofs = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
|
|
for ( int i=0; i<2; i++ )
|
|
{
|
|
if ( numsplash-- <= 0 ) return;
|
|
Vector3 dir = (ofs+(FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8),FRandom[FlameT](-.8,.8))).unit();
|
|
A_SetScale(scale.x-0.05);
|
|
let d = Spawn("UNapalmSplash",pos+ofs*4);
|
|
d.target = target;
|
|
d.master = self;
|
|
d.scale *= FRandom[FlameT](0.5,0.7);
|
|
d.angle = atan2(dir.y,dir.x);
|
|
d.pitch = -asin(dir.z);
|
|
d.vel = (cos(d.angle)*cos(d.pitch),sin(d.angle)*cos(d.pitch),-sin(d.pitch))*d.speed*FRandom[FlameT](0.3,0.5)*scale.x;
|
|
d.vel.z -= 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
Class UNapalmSplash : UNapalm
|
|
{
|
|
override void AlignSelf()
|
|
{
|
|
Super.AlignSelf();
|
|
if ( hittype == HIT_CEILING ) hittype = HIT_FLOOR;
|
|
}
|
|
}
|
|
|
|
Class UFlamethrower : UnrealWeapon
|
|
{
|
|
bool bCharging;
|
|
double ChargeSize, Count;
|
|
|
|
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 )
|
|
{
|
|
let r = Spawn("PlasmaRifle",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;
|
|
Destroy();
|
|
}
|
|
else
|
|
{
|
|
Owner.RemoveInventory(self);
|
|
Destroy();
|
|
}
|
|
}
|
|
override int, int, bool, bool GetClipAmount()
|
|
{
|
|
return bCharging?min(5,int(chargesize+0.1)):-1, -1, false, false;
|
|
}
|
|
override void DetachFromOwner()
|
|
{
|
|
Owner.A_StopSound(CHAN_6);
|
|
A_PlaySound("flamet/down",CHAN_6);
|
|
Super.DetachFromOwner();
|
|
}
|
|
override void OwnerDied()
|
|
{
|
|
if ( Owner.player && (Owner.player.ReadyWeapon == self) )
|
|
Owner.A_StopSound(CHAN_6);
|
|
Super.OwnerDied();
|
|
}
|
|
override void DoEffect()
|
|
{
|
|
Super.DoEffect();
|
|
if ( Owner.player.ReadyWeapon != self ) return;
|
|
let psp = Owner.player.FindPSprite(-2);
|
|
if ( psp ) psp.alpha = (Owner.waterlevel>2)?.0:1.;
|
|
}
|
|
action void A_FireFlame()
|
|
{
|
|
let weap = Weapon(invoker);
|
|
if ( (weap.Ammo1.Amount <= 0) || !(player.cmd.buttons&BT_ATTACK) )
|
|
{
|
|
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Release"));
|
|
return;
|
|
}
|
|
invoker.count += 10./TICRATE;
|
|
while ( invoker.count > 1. )
|
|
{
|
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
|
invoker.count -= 1.;
|
|
}
|
|
invoker.FireEffect();
|
|
A_AlertMonsters();
|
|
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
|
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),15*x+2.3*y-2.7*z);
|
|
for ( int i=0; i<2; i++ )
|
|
{
|
|
double a = FRandom[FlameT](0,360), s = FRandom[FlameT](0,.05);
|
|
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
|
|
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
Actor p = Spawn("UFlame",origin);
|
|
if ( p.waterlevel > 0 )
|
|
{
|
|
p.Destroy();
|
|
s = FRandom[FlameT](0,.12);
|
|
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
|
|
p = Spawn("UNapalmSplash",origin);
|
|
p.scale *= 0.2;
|
|
p.angle = atan2(dir.y,dir.x);
|
|
p.pitch = asin(-dir.z);
|
|
p.vel = vel*.5+(cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[FlameT](0.3,0.6);
|
|
p.vel.z -= 3;
|
|
p.target = self;
|
|
continue;
|
|
}
|
|
p.angle = atan2(dir.y,dir.x);
|
|
p.pitch = asin(-dir.z);
|
|
p.vel = vel*.1+(cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed*FRandom[FlameT](0.8,1.4);
|
|
p.master = self;
|
|
}
|
|
}
|
|
action void A_BeginFlame()
|
|
{
|
|
let weap = Weapon(invoker);
|
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
|
invoker.count = 0;
|
|
invoker.special1 = 0;
|
|
A_PlaySound("flamet/fire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,true);
|
|
A_Overlay(-9999,"Dummy2");
|
|
}
|
|
action void A_BeginCharge()
|
|
{
|
|
let weap = Weapon(invoker);
|
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
|
invoker.count = invoker.chargesize = 0;
|
|
A_PlaySound("flamet/charge",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
|
A_Overlay(-9999,"Dummy3");
|
|
}
|
|
action void A_ChargeUp()
|
|
{
|
|
let weap = Weapon(invoker);
|
|
if ( (invoker.chargesize < 4.9) && (weap.Ammo1.Amount > 0) )
|
|
{
|
|
invoker.count += 40./TICRATE;
|
|
while ( invoker.count > 1. )
|
|
{
|
|
invoker.chargesize += 0.05;
|
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
|
invoker.count -= 1.;
|
|
}
|
|
}
|
|
double ox = FRandom[Flamet](-1,1)*invoker.chargesize*0.3;
|
|
double oy = FRandom[Flamet](-1,1)*invoker.chargesize*0.3;
|
|
A_WeaponOffset(ox,32+oy);
|
|
A_OverlayOffset(-2,-ox,-oy);
|
|
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
|
if ( (weap.Ammo1.Amount <= 0) || (invoker.chargesize >= 4.9) || !(player.cmd.buttons&BT_ALTATTACK) )
|
|
player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease"));
|
|
}
|
|
action void A_FireNapalm()
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
invoker.FireEffect();
|
|
A_AlertMonsters();
|
|
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
|
|
A_Overlay(-9999,"Null");
|
|
A_WeaponOffset(0,32);
|
|
A_OverlayOffset(-2,0,0);
|
|
invoker.bCharging = false;
|
|
A_PlaySound("flamet/altfire",CHAN_WEAPON,Dampener.Active(self)?.1:1.,pitch:max(.5,1.2-invoker.chargesize/10.));
|
|
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
|
|
A_QuakeEx(1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),1+int(0.5*invoker.chargesize),5+int(1.2*invoker.chargesize),0,64,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
|
|
Vector3 x, y, z;
|
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+2.3*y-2.7*z);
|
|
Actor p = Spawn("UNapalmGlob",origin);
|
|
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
|
UTMainHandler.DoSwing(self,(FRandom[FlameT](-0.6,-1.3),FRandom[FlameT](-0.9,-0.2)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2);
|
|
p.angle = angle;
|
|
p.pitch = BulletSlope();
|
|
p.vel = (cos(p.angle)*cos(p.pitch),sin(p.angle)*cos(p.pitch),-sin(p.pitch))*p.speed;
|
|
p.target = self;
|
|
for ( int i=0; i<12; i++ )
|
|
{
|
|
let s = Spawn("UTViewSpark",origin);
|
|
UTViewSpark(s).ofs = (10,2.3,-2.7);
|
|
s.target = self;
|
|
UTViewSpark(s).vvel += (FRandom[FlameT](0.8,1.6),FRandom[FlameT](-0.5,0.5),FRandom[FlameT](-0.5,0.5));
|
|
}
|
|
invoker.chargesize = 0;
|
|
}
|
|
Default
|
|
{
|
|
Obituary "$O_FLAMETHROWER";
|
|
Tag "$T_FLAMETHROWER";
|
|
Inventory.PickupMessage "$I_FLAMETHROWER";
|
|
Weapon.UpSound "flamet/select";
|
|
Weapon.SlotNumber 6;
|
|
Weapon.SelectionOrder 300;
|
|
Weapon.SlotPriority 0.9;
|
|
Weapon.AmmoType "FlameAmmo";
|
|
Weapon.AmmoUse 1;
|
|
Weapon.AmmoType2 "FlameAmmo";
|
|
Weapon.AmmoUse2 1;
|
|
Weapon.AmmoGive 100;
|
|
UTWeapon.DropAmmo 50;
|
|
+NOEXTREMEDEATH;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
FLMP A -1;
|
|
Stop;
|
|
FLMP B -1;
|
|
Stop;
|
|
Select:
|
|
FLMS A 1 A_Raise(int.max);
|
|
Wait;
|
|
Ready:
|
|
FLMS ABCDEF 2 A_WeaponReady(WRF_NOFIRE);
|
|
FLMS G 0
|
|
{
|
|
A_PlaySound("flamet/idle",CHAN_6,Dampener.Active(self)?.1:1.,true);
|
|
A_Overlay(-2,"FlameReady");
|
|
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE|PSPF_ALPHA|PSPF_FORCEALPHA,true);
|
|
A_OverlayRenderStyle(-2,STYLE_Add);
|
|
}
|
|
FLMS GHIJ 2 A_WeaponReady(WRF_NOFIRE);
|
|
Goto Idle;
|
|
Dummy:
|
|
TNT1 A 1
|
|
{
|
|
A_CheckReload();
|
|
A_WeaponReady();
|
|
}
|
|
Wait;
|
|
Idle:
|
|
FLMI A 0 A_Overlay(-9999,"Dummy");
|
|
FLMI ABCDEFG 12 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
|
|
FLMI A 0 A_Jump(20,"Twiddle");
|
|
Goto Idle+1;
|
|
Twiddle:
|
|
#### # 2
|
|
{
|
|
A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
|
|
player.SetPSprite(-2,ResolveState("FlameTwiddle"));
|
|
}
|
|
FLMT ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 2 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
|
|
FLT2 ABCDEF 2 A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
|
|
Goto Idle+1;
|
|
Fire:
|
|
#### # 2
|
|
{
|
|
A_Overlay(-9999,"Null");
|
|
player.SetPSprite(-2,ResolveState("FlameFire"));
|
|
}
|
|
FLMF ABCDE 2;
|
|
FLMF F 0 A_BeginFlame();
|
|
Goto Hold;
|
|
Dummy2:
|
|
TNT1 A 1 A_FireFlame();
|
|
Wait;
|
|
Hold:
|
|
FLMF FGHIJK 2
|
|
{
|
|
A_SoundVolume(CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
|
A_SoundVolume(CHAN_6,Dampener.Active(self)?.02:.2);
|
|
}
|
|
Loop;
|
|
Release:
|
|
#### # 2
|
|
{
|
|
A_Overlay(-9999,"Null");
|
|
player.SetPSprite(-2,ResolveState("FlameRelease"));
|
|
A_PlaySound("flamet/fireend",CHAN_WEAPON,Dampener.Active(self)?.1:1.);
|
|
A_SoundVolume(CHAN_6,Dampener.Active(self)?.1:1.);
|
|
A_ClearRefire();
|
|
}
|
|
FLMF MNOP 2;
|
|
Goto Idle;
|
|
AltFire:
|
|
#### # 2
|
|
{
|
|
A_Overlay(-9999,"Null");
|
|
player.SetPSprite(-2,ResolveState("FlameAltFire"));
|
|
invoker.bCharging = true;
|
|
}
|
|
FLMA ABCDE 2;
|
|
FLMA F 0 A_BeginCharge();
|
|
Goto AltHold;
|
|
Dummy3:
|
|
TNT1 A 1 A_ChargeUp();
|
|
Wait;
|
|
AltHold:
|
|
FLMA FIGHLKGJHLGFHJGILHFKGFKHIGKGHL 10;
|
|
Loop;
|
|
AltRelease:
|
|
FLMA M 0
|
|
{
|
|
A_FireNapalm();
|
|
player.SetPSprite(-2,ResolveState("FlameAltRelease"));
|
|
}
|
|
FLMA MNOPQRSTUVWX 2;
|
|
FLMA Y 0
|
|
{
|
|
if ( invoker.CheckAmmo(1,false,true) )
|
|
A_Refire("GotoAltHold");
|
|
}
|
|
FLMA Y 0 A_ClearRefire();
|
|
FLMA YZ[\] 2;
|
|
FLA2 ABCD 2;
|
|
Goto Idle;
|
|
GotoAltHold:
|
|
FLMA Y 0
|
|
{
|
|
invoker.bCharging = true;
|
|
A_BeginCharge();
|
|
player.SetPSprite(-2,ResolveState("FlameAltHold"));
|
|
}
|
|
Goto AltHold;
|
|
Deselect:
|
|
#### # 1
|
|
{
|
|
A_Overlay(-9999,"Null");
|
|
A_PlaySound("flamet/down",CHAN_6,Dampener.Active(self)?.1:1.);
|
|
player.SetPSprite(-2,ResolveState("FlameDeselect"));
|
|
}
|
|
FLMD ABCDEFHIJ 1;
|
|
FLMD J 1 A_Lower(int.max);
|
|
Wait;
|
|
FlameReady:
|
|
FLFS ABCD 2 Bright;
|
|
Goto FlameIdle;
|
|
FlameIdle:
|
|
FLFI ABCDEFG 12 Bright;
|
|
Loop;
|
|
FlameTwiddle:
|
|
#### # 2 Bright;
|
|
FLFT ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 2 Bright;
|
|
FFT2 ABCDEF 2 Bright;
|
|
Goto FlameIdle;
|
|
FlameFire:
|
|
#### # 1 Bright;
|
|
FLFF ABCDE 2 Bright;
|
|
Goto FlameHold;
|
|
FlameHold:
|
|
FLFF FGHIJK 2 Bright;
|
|
Loop;
|
|
FlameRelease:
|
|
#### # 2 Bright;
|
|
FLFF MNOP 2 Bright;
|
|
Goto FlameIdle;
|
|
FlameAltFire:
|
|
#### # 2 Bright;
|
|
FLFA ABCDE 2 Bright;
|
|
Goto FlameAltHold;
|
|
FlameAltHold:
|
|
FLFA FIGHLKGJHLGFHJGILHFKGFKHIGKGHL 10 Bright;
|
|
Loop;
|
|
FlameAltRelease:
|
|
FLFA MNOPQRSTUVWXYZ[\] 2 Bright;
|
|
FFA2 ABCD 2 Bright;
|
|
Goto FlameIdle;
|
|
FlameDeselect:
|
|
#### # 1 Bright;
|
|
FLFD ABCD 2 Bright;
|
|
Stop;
|
|
}
|
|
}
|