stinger_m/zscript/stunner.zsc
Marisa Kirisame da224bcfae Beta 2. Changes are as follows:
- Corrected selection order of all weapons.
- Rewrote flaky reloading code. Should be more robust now.
- [flak_m] manually triggered player animations no longer happen while dead.
- Protomag whip damage changed to 15, instead of same damage as Doom fist. This matches the Unreal 0.83 default melee damage.
- Adjusted dual-wielded weapons to try and prevent spin/reload from triggering right when the second gun is brought up.
- Razorclaw no longer stunlocks and can gib.
- Razorclaw damages increased (5/20 → 6/30).
- Dispersion Pistol alt splash damage radius reduced (120 → 80);
- Fixed Dispersion Pistol switching out instead of releasing when out of ammo.
- Dispersion Pistol will only autoselect if it has at least 10 ammo.
- Increased Fireblaster alt projectile damage (50 → 60).
- Fireblaster no longer forces an autoswitch when trying to altfire with less than 30 ammo.
- Increased Autocannon ammo capacity (30/50 → 32/64) and pickup ammo (20 → 32).
- Increased Autocannon hit damage (150 → 300) and explosion radius (50 → 120).
- Adjusted Impaler bolt damage formula (2*amplifiermult**3 → 10*amplifiermult**1.5).
- Impaler bolt seek range now affected by Amplifier.
- Reduced Impaler base explosion radius (120 → 80).
- Impaler altfire drain also affected by Amplifier too.
- Removed the ability to put out fire by moving very fast. This was a dumb idea as it would make fast monsters harder to burn.
- Increased Quadshot per-trace damage to fixed value (Random(4,8) → 11). This matches the 0.83 damage value for it.
- Doubled the damage boost of Razorjack charging.
- Fix Stinger altfire only firing 4 shoots. Was supposed to fire 5 with the first being always accurate.
- Adjusted Stunner damage and charge range so it matches Unreal Bible values (0-6/1-6 → 0-5/1-20).
- Reduced Stunner ammo consumption for a full charge (20 → 10).
- Stunner now also flagged as a "wimpy weapon".
- Reduced Eightball splash damage radius (200/200 → 120/140).
- Dispersion Pistol and Stunner always have at least 1 ammo after each shot.
- Added option to disable Impaler beam self-damage.
2019-09-27 22:59:53 +02:00

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12 KiB
Text

Class StunnerAmmo : Ammo
{
double rechargephase, rechargespeed;
Default
{
Inventory.Icon "I_Stun";
Inventory.Amount 10;
Inventory.MaxAmount 50;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 50;
}
override void DoEffect()
{
Super.Tick();
rechargespeed = max(2.,.2*Amount);
rechargephase += 1./rechargespeed;
if ( rechargephase < 7 ) return;
rechargephase = 0;
Amount = min(Amount+1,MaxAmount);
}
}
Class StunTrail : Actor
{
Default
{
RenderStyle "Add";
Radius 0.1;
Height 0;
+NOBLOCKMAP;
+NOGRAVITY;
+DONTSPLASH;
+NOTELEPORT;
+FORCEXYBILLBOARD;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
A_FadeOut(1./11.,0);
}
States
{
Spawn:
FATR ABCDE 3 Bright;
Stop;
}
}
Class StunLight : PaletteLight
{
Default
{
Tag "DYellow";
}
}
Class StunTracer : LineTracer
{
Actor owner, ignore;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( (Results.HitActor == owner) || (Results.HitActor == ignore) ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE ) 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 StunProj : Actor
{
StunTracer t;
Vector3 tracedir;
bool moving;
double totaldist;
override void PostBeginPlay()
{
Super.PostBeginPlay();
t = new("StunTracer");
t.owner = target;
t.ignore = self;
moving = true;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
if ( !moving )
{
A_FadeOut(1/19.,0);
return;
}
// step trace
tracedir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
t.Trace(pos,cursector,tracedir,500,0);
totaldist += t.Results.Distance;
// spawn particles
for ( int i=10; i<t.Results.Distance; i+=80 )
Spawn("StunLight",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
for ( int i=0; i<t.Results.Distance; i+=4 )
{
Vector3 pofs = tracedir*FRandom[Stunner](0,2)+(FRandom[Stunner](-.5,.5),FRandom[Stunner](-.5,.5),FRandom[Stunner](-.5,.5));
let s = Spawn("UTSpark",Vec3Offset(tracedir.x*i+pofs.x,tracedir.y*i+pofs.y,tracedir.z*i+pofs.z));
s.scale *= 0.2;
s.bNOGRAVITY = true;
s.vel = (FRandom[Stunner](-.3,.3),FRandom[Stunner](-.3,.3),FRandom[Stunner](-.3,.3));
}
for ( int i=10; i<t.Results.Distance; i+=20 )
{
let s = Spawn("StunTrail",Vec3Offset(tracedir.x*i,tracedir.y*i,tracedir.z*i));
s.angle = angle;
s.pitch = pitch;
}
if ( totaldist >= 10000.0 )
{
// reposition and explode on air
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
StunExplode();
}
else if ( t.Results.HitType == TRACE_HitNone )
{
// reposition
SetOrigin(t.Results.HitPos+t.Results.HitVector,false);
angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
pitch = asin(-t.Results.HitVector.z);
}
else if ( t.Results.HitType == TRACE_HitActor )
{
// reposition and explode on actor
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
StunExplode();
Actor a = t.Results.HitActor;
a.DamageMobj(self,target,max(1,int(4*specialf1)),'jolted',DMG_USEANGLE,atan2(t.Results.HitVector.y,t.Results.HitVector.x));
if ( !a.bDONTTHRUST )
{
UTMainHandler.DoKnockback(a,t.Results.HitVector,(bAMBUSH?-22000:26000)*specialf1);
a.vel.z += 2.*specialf1;
}
angle = atan2(t.Results.HitVector.y,t.Results.HitVector.x);
pitch = asin(-t.Results.HitVector.z);
}
else
{
// reposition and explode on wall
SetOrigin(t.Results.HitPos-t.Results.HitVector*4,false);
A_SprayDecal("ShockMark",16);
Vector3 HitNormal = t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitWall )
{
t.Results.HitLine.RemoteActivate(target,t.Results.Side,SPAC_Impact,pos);
// calculate normal
HitNormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( t.Results.Side == 0 ) HitNormal *= -1;
}
else 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;
}
StunExplode();
angle = atan2(HitNormal.y,HitNormal.x);
pitch = asin(-HitNormal.z);
}
}
void StunExplode()
{
moving = false;
SetStateLabel("Death");
A_Explode(int(0.6*specialf1),50);
A_QuakeEx(1,1,1,3,0,250,"",QF_RELATIVE|QF_SCALEDOWN,falloff:120,rollintensity:0.2);
A_PlaySound("stun/hit",CHAN_VOICE,pitch:FRandom[Stunner](1.5,1.9)-0.08*specialf1);
UTMainHandler.DoBlast(self,50,(bAMBUSH?-7000:11000)*specialf1);
Vector3 dir = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
int numpt = Random[ExploS](10,15);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,6);
let s = Spawn("UTSpark",pos);
s.scale *= 0.2;
s.bNOGRAVITY = true;
s.vel = pvel;
}
}
Default
{
Obituary "$O_STUNNER";
RenderStyle "Add";
DamageType 'jolted';
Radius 0;
Height 0.1;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+FORCERADIUSDMG;
+NODAMAGETHRUST;
+NOTELEPORT;
+FORCEXYBILLBOARD;
}
States
{
Spawn:
TNT1 A -1;
Stop;
Death:
FATR ABCDEFGHIJK 2 Bright;
Stop;
}
}
Class StunnerImpact : Actor
{
Default
{
Radius 0.1;
Height 0;
+NOGRAVITY;
+NOCLIP;
+DONTSPLASH;
+NOTELEPORT;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_SprayDecal("WallCrack",20);
int numpt = Random[Stunner](10,20);
Vector3 x = (cos(angle)*cos(pitch),sin(angle)*cos(pitch),-sin(pitch));
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (-x+(FRandom[Stunner](-.8,.8),FRandom[Stunner](-.8,.8),FRandom[Stunner](-.8,.8))).unit()*FRandom[Stunner](0.1,1.2);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Stunner](128,192));
}
numpt = Random[Stunner](4,10);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Stunner](-1,1),FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)).unit()*FRandom[Stunner](2,8);
let s = Spawn("UTSpark",pos);
s.vel = pvel;
}
numpt = Random[Stunner](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[Stunner](-1,1),FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)).unit()*FRandom[Stunner](2,8);
let s = Spawn("UTChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class Stunner : UnrealWeapon
{
double chargesize, count;
bool bCharging;
override int, int, bool, bool GetClipAmount()
{
return bCharging?min(5,int(chargesize)):-1, -1, false, false;
}
action void A_StunnerFire()
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
A_WeaponOffset(0,32);
invoker.bCharging = false;
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
StunnerAmmo(weap.Ammo1).rechargephase = ((weap.Ammo1.Amount>0)?0:5);
A_PlaySound("stun/fire",CHAN_WEAPON,Dampener.Active(self)?.4:1.,pitch:1.2-invoker.chargesize*0.06);
double mult = Amplifier.GetMult(self,int(invoker.ChargeSize*50)+50);
invoker.FireEffect();
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),0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05+0.01*invoker.chargesize);
UTMainHandler.DoSwing(self,(FRandom[Stunner](-0.04,0.04),FRandom[Stunner](-0.9,-0.4)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2.5);
A_Overlay(-2,"Null");
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*10-z*5);
let p = Spawn("StunProj",origin);
p.angle = angle;
p.pitch = BulletSlope();
p.target = self;
p.specialf1 = invoker.chargesize*mult;
p.bAMBUSH = weap.bAltFire;
FLineTraceData d;
LineTrace(angle,60,BulletSlope(),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = int(5*invoker.chargesize);
if ( d.HitLocation.z >= (d.HitActor.pos.z+d.HitActor.height*0.81) )
dmg = d.HitActor.DamageMobj(invoker,self,dmg*2,'Decapitated',DMG_THRUSTLESS);
else dmg = d.HitActor.DamageMobj(invoker,self,dmg,'impact',DMG_THRUSTLESS);
UTMainHandler.DoKnockback(d.HitActor,x,4000*invoker.chargesize);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("StunnerImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,invoker);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
let p = Spawn("StunnerImpact",d.HitLocation-d.HitDir*4);
p.angle = atan2(d.HitDir.y,d.HitDir.x);
p.pitch = asin(-d.HitDir.z);
if ( d.HitType == TRACE_HitWall ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation-d.HitDir*4);
}
}
action void A_BeginCharge()
{
let weap = Weapon(invoker);
invoker.bCharging = true;
weap.DepleteAmmo(weap.bAltFire,true,1);
invoker.count = 0;
invoker.chargesize = .6;
A_PlaySound("stun/charge",CHAN_WEAPON,Dampener.Active(self)?.15:1.);
A_Overlay(-2,"Sparks");
A_OverlayFlags(-2,PSPF_RenderStyle,true);
A_OverlayRenderStyle(-2,STYLE_Add);
StunnerAmmo(weap.Ammo1).rechargephase = 0;
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
action State A_ChargeUp()
{
if ( !(player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK)) )
return ResolveState("Release");
Weapon weap = Weapon(invoker);
if ( !weap ) return ResolveState(null);
StunnerAmmo(weap.Ammo1).rechargephase = 0;
UTMainHandler.DoSwing(self,(FRandom[Stunner](-1,1),FRandom[Stunner](-1,1)),0.02*invoker.chargesize,0,2,SWING_Spring);
A_WeaponOffset(FRandom[Stunner](-1,1)*1.2*invoker.chargesize,32+FRandom[Stunner](-1,1)*1.2*invoker.chargesize);
if ( !Dampener.Active(self) ) A_AlertMonsters();
if ( invoker.chargesize >= 5. )
{
invoker.count += 1./35.;
if ( invoker.count > 1.5 ) return ResolveState("Release");
return ResolveState(null);
}
invoker.chargesize += 2.4/35.;
invoker.count += 1.2/35.;
if ( invoker.count < 0.24 ) return ResolveState(null);
invoker.count = 0;
if ( !(sv_infiniteammo || (FindInventory('PowerInfiniteAmmo',true))) )
{
if ( weap.Ammo1.Amount < 1 )
return ResolveState("Release");
weap.Ammo1.Amount--;
}
return ResolveState(null);
}
Default
{
Tag "$T_STUNNER";
Inventory.PickupMessage "$I_STUNNER";
Weapon.UpSound "stun/select";
Weapon.SlotNumber 4;
Weapon.SelectionOrder 8000;
Weapon.SlotPriority 0.9;
Weapon.AmmoType "StunnerAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "StunnerAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 50;
UTWeapon.DropAmmo 50;
+WEAPON.WIMPY_WEAPON;
}
States
{
Spawn:
STNP A -1;
Stop;
STNP B -1;
Stop;
Select:
STNS A 1 A_Raise(int.max);
Wait;
Ready:
STNS ABCDEFGHIJKLMNOPQRSTUVWX 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Idle:
STNI A 1
{
A_CheckReload();
let weap = Weapon(invoker);
if ( weap && weap.Ammo1.Amount > 0 ) A_WeaponReady();
else A_WeaponReady(WRF_NOFIRE);
}
Wait;
Fire:
AltFire:
#### # 2 A_BeginCharge();
STNF ABCDEFGHIJKLMNOPQRST 2 A_ChargeUp();
Goto Hold;
Hold:
STNH R 1 A_ChargeUp();
Wait;
Release:
#### # 2;
STNR A 0 A_StunnerFire();
STNR ABC 1;
STR2 ABCDE 2;
STNF TRPNLJHFDB 1 A_WeaponReady(WRF_NOSWITCH|WRF_DISABLESWITCH);
Goto Idle;
Deselect:
STND ABCDEFGHIJKL 1;
STND L 1 A_Lower(int.max);
Wait;
Sparks:
TNT1 A 8;
STFF ABCDEFGHIJKLMNOPQRS 2 Bright;
STFF J 0 A_JumpIf(invoker.chargesize>=5.,1);
Goto Sparks+10;
STFF JIHGFEDCBA 2 Bright;
Stop;
}
}