stinger_m/zscript/asmd.zsc
Marisa Kirisame 8da5167e59 Today's progress. A whole lot of stuff added, and some cleanup too.
Fixed the sizes and offsets of player models.
Adjusted weapon offsets to be more in line with the originals.
Implemented all armors and most of the usable items.
Add lights to some item pickups. This might get done to DT too.
Key display on both HUD types, along with some fixes.
ASMD has complete animations. Other weapons will follow.
2019-08-16 03:27:15 +02:00

241 lines
5.1 KiB
Text

Class ASMDAmmo : Ammo
{
Default
{
Tag "$T_ASMDAMMO";
Inventory.Icon "I_ASMD";
Inventory.PickupMessage "$I_ASMDAMMO";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 5;
Ammo.BackpackMaxAmount 100;
Ammo.DropAmount 5;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
tracer = Spawn("ASMDAmmoX",pos);
tracer.angle = angle;
tracer.target = self;
tracer = Spawn("ASMDAmmoXX",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
SHOA A -1;
Stop;
}
}
Class ASMDAmmoX : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
Radius 0.1;
Height 0;
}
override void Tick()
{
Super.Tick();
if ( !target )
{
Destroy();
return;
}
Warp(target,flags:WARPF_COPYINTERPOLATION|WARPF_NOCHECKPOSITION);
bInvisible = target.bInvisible||!target.InStateSequence(target.CurState,target.FindState("Spawn"));
}
States
{
Spawn:
SHOA A -1 Bright;
Stop;
}
}
Class ASMDAmmoXX : ASMDAmmoX
{
States
{
Spawn:
SHOA A -1;
Stop;
}
}
Class ASMDAmmo2X : ASMDAmmoX
{
States
{
Spawn:
SHOA B -1 Bright;
Stop;
}
}
Class ASMDAmmo2 : ASMDAmmo
{
Default
{
Tag "$T_ASMDAMMO2";
Inventory.Icon "I_ASMD";
Inventory.PickupMessage "$I_ASMDAMMO2";
Inventory.Amount 5;
Ammo.DropAmount 3;
}
override void PostBeginPlay()
{
Ammo.PostBeginPlay();
tracer = Spawn("ASMDAmmo2X",pos);
tracer.angle = angle;
tracer.target = self;
}
States
{
Spawn:
SHOA B -1;
Stop;
}
}
Class ASMD : UTWeapon
{
override void PlayUpSound( Actor origin )
{
origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.);
}
action void A_ShockFire()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("shock/fire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),2,-0.3,3,SWING_Spring,0,4);
if ( !Dampener.Active(self) ) A_AlertMonsters();A_AlertMonsters();
A_QuakeEx(2,2,2,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
}
action void A_ShockAlt()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
A_PlaySound("shock/altfire",CHAN_WEAPON,Dampener.Active(self)?.2:1.);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(80,64,32,255),1);
UTMainHandler.DoSwing(self,(FRandom[ASMD](-0.1,-0.6),FRandom[ASMD](-0.1,0.5)),3,-0.4,3,SWING_Spring,0,4);
if ( !Dampener.Active(self) ) A_AlertMonsters();A_AlertMonsters();
A_QuakeEx(2,2,2,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.1);
}
Default
{
Tag "$T_ASMD";
Inventory.PickupMessage "$I_ASMD";
Weapon.UpSound "shock/select";
Weapon.SlotNumber 4;
Weapon.SelectionOrder 4;
Weapon.AmmoType "ASMDAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "ASMDAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
UTWeapon.DropAmmo 10;
}
States
{
Spawn:
ASMP A -1;
Stop;
ASMP B -1;
Stop;
Ready:
ASMS ABCDEFGHIJKLMN 1 A_WeaponReady(WRF_NOFIRE);
Idle:
#### # 8 A_Overlay(-9999,"Dummy"); // little hackeroo to make this more responsive
ASMI AB 30;
Goto Idle+1;
Dummy:
TNT1 A 1
{
A_CheckReload();
A_WeaponReady();
// that's a mouthful
if ( player.FindPSprite(PSP_WEAPON).CurState.InStateSequence(invoker.FindState("Idle")) && (player.cmd.forwardmove || player.cmd.sidemove) && (player.vel.length() > 0.5) )
player.SetPSPrite(PSP_WEAPON,invoker.FindState("Sway"));
}
Wait;
Vapour:
#### # 2 A_Overlay(-9999,"Dummy");
ASMI A 6
{
A_PlaySound("asmd/vapour",CHAN_6,0.5);
A_Overlay(PSP_FLASH,"VapourFlash");
A_OverlayFlags(PSP_FLASH,PSPF_RenderStyle,true);
A_OverlayRenderstyle(PSP_FLASH,STYLE_Add);
}
ASMV ABCDEFGHIJ 4;
Goto Idle;
VapourFlash:
ASVI A 6;
ASVF ABCDEFGHIJ 4;
Stop;
Sway:
#### # 4;
ASMI C 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),4);
ASMI D 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),5);
ASMI E 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),6);
ASMI F 10 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),7);
Goto Sway+1;
ASMI C 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
ASMI D 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
ASMI E 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
ASMI F 4;
ASMI A 0 A_Jump(32,"Vapour");
Goto Idle;
Fire:
#### # 1
{
A_ShockFire();
A_Overlay(-9999,"Null");
}
ASMF ABCDEFGH 2;
ASMF I 5;
ASMI A 0 A_Refire();
ASMI A 0 A_Jump(48,"Vapour");
Goto Idle;
AltFire:
#### # 1
{
A_ShockAlt();
A_Overlay(-9999,"Null");
}
ASMA ABCDFGHI 2;
ASMA J 1;
ASMA J 0 A_Refire();
ASMI A 0 A_Jump(48,"Vapour");
Goto Idle;
Deselect:
ASMD A 1 A_Overlay(-9999,"Null");
ASMD BCDEFGHIJ 1;
ASMD J 1 A_Lower(int.max);
Wait;
Select:
ASMS A 1 A_Raise(int.max);
Wait;
}
}