758 lines
21 KiB
Text
758 lines
21 KiB
Text
Class UBioAmmo : Ammo
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{
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Default
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{
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Tag "$T_SLUDGE";
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Inventory.Icon "I_Sludge";
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Inventory.PickupMessage "";
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Inventory.Amount 25;
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Inventory.MaxAmount 100;
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Ammo.BackpackAmount 50;
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Ammo.BackpackMaxAmount 200;
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Ammo.DropAmount 10;
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}
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override String PickupMessage()
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{
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if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
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return String.Format("%s%d%s",StringTable.Localize("$I_SLUDGEL"),Amount,StringTable.Localize("$I_SLUDGER"));
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}
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States
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{
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Spawn:
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BIOA ABCDEFGHIJKLMNOPQRSTUVWYZ 1;
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BIA2 ABCD 1;
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Loop;
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}
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}
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Class UBioAmmo2 : UBioAmmo
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{
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Default
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{
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Tag "$T_SLUDGE2";
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Inventory.Amount 10;
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Ammo.DropAmount 5;
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}
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States
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{
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Spawn:
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BIOA ABCDEFGHIJKL 2;
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Loop;
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}
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}
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Class UBioGel : Actor
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{
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Actor l, b;
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enum EHitType
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{
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HIT_NONE,
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HIT_WALL,
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HIT_CEILING,
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HIT_FLOOR
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};
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int hittype;
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int deadtimer, dttimer;
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Line atline;
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int atside;
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int atpart;
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int atplane;
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Sector atsector;
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double atz;
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double rollvel, pitchvel, yawvel;
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Vector3 normal;
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Actor atbridge;
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bool onbridge;
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Vector3 atbridgeofs;
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override void PostBeginPlay()
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{
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Super.PostBeginPlay();
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vel.z += 3;
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deadtimer = 105;
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l = Spawn("BioLight",pos);
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l.target = self;
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rollvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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pitchvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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yawvel = FRandom[GES](10,30)*RandomPick[GES](-1,1);
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}
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override int SpecialMissileHit( Actor victim )
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{
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if ( victim == b ) return 1;
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if ( (victim is 'BioHitbox') && ((victim.target == master) || (victim.target.master == master)) ) return 1;
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return -1;
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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 ( isFrozen() ) return;
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if ( !bNOGRAVITY )
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{
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roll += rollvel;
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pitch += pitchvel;
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pitch += yawvel;
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if ( waterlevel > 0 )
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{
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vel.xy *= 0.98;
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rollvel *= 0.98;
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pitchvel *= 0.98;
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yawvel *= 0.98;
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}
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}
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if ( deadtimer > -2 )
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{
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if ( onbridge ) // attempt to follow the movement of the bridge (if it's moving)
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{
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if ( atbridge )
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{
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if ( !Warp(atbridge,atbridgeofs.x,atbridgeofs.y,atbridgeofs.z,0,WARPF_ABSOLUTEOFFSET|WARPF_USECALLERANGLE|WARPF_COPYINTERPOLATION) )
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deadtimer = min(deadtimer,0);
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}
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else deadtimer = min(deadtimer,0);
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}
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if ( atline ) // attempt to follow the movement of the line
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{
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if ( atpart == 1 )
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{
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if ( atline.flags&Line.ML_DONTPEGTOP ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
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else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1)),true);
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}
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else if ( atpart == -1 )
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{
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if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
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else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0)),true);
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}
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else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(0)),true);
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else SetOrigin(Vec2OffsetZ(0,0,atz+atline.sidedef[atside].sector.GetPlaneTexZ(1)),true);
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if ( (pos.z > ceilingz) || (pos.z < floorz) ) deadtimer = min(deadtimer,0);
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}
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else if ( atsector ) // attempt to follow the movement of the plane
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{
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SetOrigin(Vec2OffsetZ(0,0,atz+atsector.GetPlaneTexZ(atplane)),true);
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if ( ceilingz-floorz <= 2 ) deadtimer = min(deadtimer,0);
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}
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}
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if ( !InStateSequence(CurState,FindState("XDeath")) )
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{
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int numpt;
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if ( (!bNOGRAVITY && !Random[GES](0,2)) || !Random[GES](0,10) )
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{
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numpt = Min(20,int(Scale.x*2))+Random[GES](-1,1);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1,3);
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Vector3 spos = pos+normal*2*scale.x;
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let s = Spawn("BioSpark",spos);
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s.vel = pvel;
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if ( normal != (0,0,0) ) s.vel += normal*2;
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}
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}
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numpt = Min(3,int(Scale.x*4))+Random[GES](-2,2);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](0.2,0.4);
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let s = Spawn("UTSmoke",pos+normal);
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s.vel = pvel+vel*0.25+normal*0.5;
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s.scale *= scale.x;
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s.A_SetRenderStyle(0.75,STYLE_AddShaded);
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if ( Random[GES](0,1) ) s.SetShade("061004");
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else s.SetShade("061006");
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}
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}
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if ( deadtimer <= -1 ) return;
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let bi = BlockThingsIterator.Create(self,4*Scale.x);
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while ( bi.Next() )
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{
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if ( !bi.Thing || !bi.Thing.bSHOOTABLE || (bi.Thing == b) || ((bi.Thing is 'BioHitbox') && ((bi.Thing.target.master == self) || (bi.Thing.target == master))) || (bi.Thing == target && !bHITOWNER) ) continue;
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if ( (Distance2D(bi.Thing)-bi.Thing.radius <= 4*Scale.x) && ((bi.Thing.pos.z <= pos.z+4*Scale.x) && (bi.Thing.pos.z+bi.Thing.height >= pos.z-4*Scale.x)) ) deadtimer = 0;
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}
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if ( deadtimer-- <= 0 )
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{
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deadtimer = -1;
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SetStateLabel("XDeath");
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}
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}
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// align self to what surface was hit
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// TODO handle plane collision within the very border between two
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// sectors (most noticeable with moving 3d floors)
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virtual void AlignSelf()
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{
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F3DFloor ff;
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bINTERPOLATEANGLES = false;
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bHITOWNER = true;
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A_NoGravity();
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A_Stop();
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if ( bAMBUSH )
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{
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SetStateLabel("XDeath");
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return;
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}
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A_SetSize(0.1,0);
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if ( tracer && tracer.bACTLIKEBRIDGE )
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{
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atbridge = tracer;
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onbridge = true;
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if ( (pos.x+radius) <= (atbridge.pos.x-atbridge.radius) )
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{
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// west side
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normal = (-1,0,0);
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SetOrigin((atbridge.pos.x-atbridge.radius,pos.y,pos.z),false);
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atbridgeofs = pos-atbridge.pos;
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angle = 180;
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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else if ( (pos.x-radius) >= (atbridge.pos.x+atbridge.radius) )
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{
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// east side
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normal = (1,0,0);
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SetOrigin((atbridge.pos.x+atbridge.radius,pos.y,pos.z),false);
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atbridgeofs = pos-atbridge.pos;
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angle = 0;
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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else if ( (pos.y+radius) <= (atbridge.pos.y-atbridge.radius) )
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{
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// north side
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normal = (0,-1,0);
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SetOrigin((pos.x,atbridge.pos.y-atbridge.radius,pos.z),false);
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atbridgeofs = pos-atbridge.pos;
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angle = 270;
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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else if ( (pos.y-radius) >= (atbridge.pos.y+atbridge.radius) )
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{
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// south side
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normal = (0,1,0);
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SetOrigin((pos.x,atbridge.pos.y+atbridge.radius,pos.z),false);
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atbridgeofs = pos-atbridge.pos;
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angle = 90;
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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else if ( pos.z >= (atbridge.pos.z+atbridge.height) )
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{
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// top of actor
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normal = (0,0,1);
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SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
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atbridgeofs = pos-atbridge.pos;
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pitch = -90;
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angle = 0;
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roll = FRandom[GES](0,360);
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hittype = HIT_FLOOR;
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}
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else if ( (pos.z+height) <= atbridge.pos.z )
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{
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// bottom of actor
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normal = (0,0,-1);
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SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
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pitch = 90;
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angle = 0;
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roll = FRandom[GES](0,360);
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_CEILING;
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}
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else
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{
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// inside of actor, just shove to the top or bottom based on our Z velocity
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if ( vel.z <= 0 )
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{
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normal = (0,0,1);
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SetOrigin((pos.x,pos.y,atbridge.pos.z+atbridge.height),false);
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atbridgeofs = pos-atbridge.pos;
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pitch = -90;
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angle = 0;
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roll = FRandom[GES](0,360);
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hittype = HIT_FLOOR;
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}
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else
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{
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normal = (0,0,-1);
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SetOrigin((pos.x,pos.y,atbridge.pos.z),false);
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pitch = 90;
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angle = 0;
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roll = FRandom[GES](0,360);
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_CEILING;
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}
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}
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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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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 )
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{
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normal = -ff.top.Normal;
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atsector = ff.model;
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atplane = 1;
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}
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else
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{
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normal = BlockingFloor.floorplane.Normal;
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atsector = BlockingFloor;
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atplane = 0;
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}
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pitch = asin(-normal.z);
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angle = atan2(normal.y,normal.x);
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roll = FRandom[GES](0,360);
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SetOrigin((pos.x,pos.y,floorz)+normal*0.5,false);
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atz = pos.z-atsector.GetPlaneTexZ(atplane);
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hittype = HIT_FLOOR;
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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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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 )
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{
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normal = -ff.bottom.Normal;
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atsector = ff.model;
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atplane = 0;
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}
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else
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{
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normal = BlockingCeiling.ceilingplane.Normal;
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atsector = BlockingCeiling;
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atplane = 1;
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}
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pitch = asin(-normal.z);
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angle = atan2(normal.y,normal.x);
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roll = FRandom[GES](0,360);
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SetOrigin((pos.x,pos.y,ceilingz)+normal*0.5,false);
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atz = pos.z-atsector.GetPlaneTexZ(atplane);
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else if ( normal dot (0,0,-1) > 0.7 )
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hittype = HIT_CEILING;
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else hittype = HIT_FLOOR;
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}
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else if ( BlockingLine )
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{
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atline = BlockingLine;
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normal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
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atside = 1;
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if ( !BlockingLine.sidedef[1] || (CurSector == BlockingLine.frontsector) )
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{
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atside = 0;
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normal *= -1;
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}
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Vector3 orig = (BlockingLine.v1.p.x,BlockingLine.v1.p.y,0);
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Vector3 onwall = pos-(normal dot (pos-orig))*normal;
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SetOrigin(onwall+normal*0.5,false);
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// attempt to guess line part (upper/mid/lower)
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if ( !atline.sidedef[1] ) atpart = 0; // mid
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else if ( atline.sidedef[atside?0:1].sector.ceilingplane.ZAtPoint(pos.xy) < pos.z ) atpart = 1; // upper
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else if ( atline.sidedef[atside?0:1].sector.floorplane.ZAtPoint(pos.xy) > (pos.z+height) ) atpart = -1; // lower
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else
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{
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atpart = 0;
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// check if we're touching a 3d floor line
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Sector backsector = atline.sidedef[atside?0:1].sector;
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for ( int i=0; i<backsector.Get3DFloorCount(); i++ )
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{
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if ( backsector.Get3DFloor(i).bottom.ZAtPoint(pos.xy) > (pos.z+height) ) continue;
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if ( backsector.Get3DFloor(i).top.ZAtPoint(pos.xy) < pos.z ) continue;
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ff = backsector.Get3DFloor(i);
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break;
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}
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// attach to it
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if ( ff )
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{
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atline = ff.master;
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atside = 0;
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}
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}
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if ( atpart == 1 )
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{
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if ( atline.flags&Line.ML_DONTPEGTOP ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
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else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(1);
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}
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else if ( atpart == -1 )
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{
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if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
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else atz = pos.z-atline.sidedef[atside?0:1].sector.GetPlaneTexZ(0);
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}
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else if ( atline.flags&Line.ML_DONTPEGBOTTOM ) atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(0);
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else atz = pos.z-atline.sidedef[atside].sector.GetPlaneTexZ(1);
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angle = atan2(normal.y,normal.x);
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pitch = 0;
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roll = 180; // otherwise it slides upwards (UT changes roll like this too)
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if ( waterlevel > 0 ) hittype = HIT_FLOOR;
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else hittype = HIT_WALL;
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}
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else
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{
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SetStateLabel("XDeath");
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return;
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}
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b = Spawn("BioHitbox",pos);
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b.target = self;
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A_PlaySound("ges/hit");
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A_SprayDecal("BioSplat",-172);
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int numpt = Min(100,int(Scale.x*10))+Random[GES](-5,5);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (normal+(FRandom[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit()*FRandom[GES](3,6);
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let s = Spawn("BioSpark",pos);
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s.vel = pvel;
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}
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}
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action void A_DropDrip()
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{
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let d = Spawn("UBioSplash",pos+invoker.normal*2*scale.x);
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d.target = target;
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d.angle = angle;
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d.pitch = pitch;
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d.roll = roll;
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d.master = self;
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d.scale = scale*0.5;
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d.vel.z -= 6;
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}
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action void A_GelExplode()
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{
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A_NoGravity();
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A_Stop();
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A_SetRenderStyle(1.,STYLE_Add);
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if ( invoker.b ) invoker.b.Destroy();
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let s = Spawn("BioXLight",pos);
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s.args[3] = int(s.args[3]*Scale.x);
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invoker.deadtimer = -2;
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if ( invoker.atline ) invoker.atline.RemoteActivate(target,invoker.atside,SPAC_Impact,pos);
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UTMainHandler.DoBlast(self,Min(175,int(Scale.x*100)),40000*Scale.x);
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A_Explode(int(40*Scale.x),Min(175,int(Scale.x*100)));
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A_PlaySound("ges/explode",CHAN_VOICE);
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int numpt = Min(300,int(Scale.x*30))+Random[GES](-10,10);
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for ( int i=0; i<numpt; i++ )
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{
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Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](3,12);
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let s = Spawn("BioSpark",pos);
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s.vel = pvel;
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}
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numpt = Min(100,int(Scale.x*10))+Random[GES](-4,4);
|
|
for ( int i=0; i<numpt; i++ )
|
|
{
|
|
Vector3 pvel = (FRandom[GES](-1,1),FRandom[GES](-1,1),FRandom[GES](-1,1)).unit()*FRandom[GES](1.2,2.4);
|
|
let s = Spawn("UTSmoke",pos+invoker.normal*4);
|
|
s.vel = pvel;
|
|
s.scale *= 2;
|
|
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
|
|
if ( Random[GES](0,1) ) s.SetShade("40FF60");
|
|
else s.SetShade("60FF40");
|
|
}
|
|
}
|
|
Default
|
|
{
|
|
Obituary "$O_BIORIFLE";
|
|
DamageType 'Slime';
|
|
Radius 3;
|
|
Height 3;
|
|
Speed 11;
|
|
Gravity 0.25;
|
|
PROJECTILE;
|
|
-NOGRAVITY;
|
|
+SKYEXPLODE;
|
|
+EXPLODEONWATER;
|
|
+FORCERADIUSDMG;
|
|
+FORCEXYBILLBOARD;
|
|
+MOVEWITHSECTOR;
|
|
+NODAMAGETHRUST;
|
|
+HITTRACER;
|
|
+INTERPOLATEANGLES;
|
|
+NOFRICTION;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
GELF ABCDEFGHIJKLM 1;
|
|
Loop;
|
|
Death:
|
|
GELH A 1 AlignSelf();
|
|
GELH BCDEFGHIJ 1;
|
|
GELH J 1 A_SetTics(Random[GES](10,30));
|
|
GELH J -1
|
|
{
|
|
invoker.deadtimer = Random[GES](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;
|
|
Crash:
|
|
XDeath:
|
|
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_NONE,"Explode");
|
|
TNT1 A 0 A_JumpIf(invoker.HitType==HIT_WALL,2);
|
|
GELH J 1 A_SetTics(Random[GES](3,10));
|
|
Goto Explode;
|
|
GELS G 1 A_SetTics(Random[GES](3,10));
|
|
Goto Explode;
|
|
Explode:
|
|
TNT1 A 0 A_Jump(255,"Explode1","Explode2","Explode3");
|
|
Explode1:
|
|
GEX1 A 1 Bright A_GelExplode();
|
|
GEX1 BCDEFGHIJK 3 Bright;
|
|
Stop;
|
|
Explode2:
|
|
GEX2 A 1 Bright A_GelExplode();
|
|
GEX2 BCDEFGHIJK 3 Bright;
|
|
Stop;
|
|
Explode3:
|
|
GEX3 A 1 Bright A_GelExplode();
|
|
GEX3 BCDEFGHIJK 3 Bright;
|
|
Stop;
|
|
Shrivel:
|
|
GELX ABCDEFGHIJKL 1 Bright; // UNUSED
|
|
Stop;
|
|
}
|
|
}
|
|
|
|
Class UBioGlob : UBioGel
|
|
{
|
|
int numsplash;
|
|
|
|
override void AlignSelf()
|
|
{
|
|
Super.AlignSelf();
|
|
if ( !bAMBUSH && (Scale.x > 1) ) numsplash = int(4*Scale.x)-1;
|
|
}
|
|
override void Tick()
|
|
{
|
|
Super.Tick();
|
|
if ( isFrozen() || !sting_biosplash ) 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[GES](-.8,.8),FRandom[GES](-.8,.8),FRandom[GES](-.8,.8))).unit();
|
|
A_SetScale(scale.x-0.15);
|
|
let d = Spawn("UBioSplash",pos+ofs*4);
|
|
d.target = target;
|
|
d.master = self;
|
|
d.scale *= FRandom[GES](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[GES](0.4,0.6);
|
|
d.vel.z -= 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
Class UBioSplash : UBioGel
|
|
{
|
|
override void AlignSelf()
|
|
{
|
|
Super.AlignSelf();
|
|
if ( hittype == HIT_CEILING ) hittype = HIT_FLOOR;
|
|
}
|
|
}
|
|
|
|
Class UBioRifle : UnrealWeapon
|
|
{
|
|
double chargesize, count;
|
|
bool bCharging;
|
|
|
|
override int, int, bool, bool GetClipAmount()
|
|
{
|
|
return bCharging?min(5,int(chargesize+0.1)):-1, -1, false, false;
|
|
}
|
|
action void A_BioFire( bool bAlt = false )
|
|
{
|
|
Weapon weap = Weapon(invoker);
|
|
if ( !weap ) return;
|
|
if ( !bAlt )
|
|
{
|
|
if ( weap.Ammo1.Amount <= 0 ) return;
|
|
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
|
|
}
|
|
invoker.bCharging = false;
|
|
invoker.chargesize = min(invoker.chargesize,4.9);
|
|
if ( bAlt ) A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.,pitch:max(.5,1.35-invoker.chargesize/8.));
|
|
else A_PlaySound("ges/fire",CHAN_WEAPON,Dampener.Active(self)?.17:1.);
|
|
invoker.FireEffect();
|
|
UTMainHandler.DoFlash(self,Color(48,0,255,0),1);
|
|
if ( !Dampener.Active(self) ) A_AlertMonsters();
|
|
if ( bAlt ) 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);
|
|
else A_QuakeEx(1,1,1,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.05);
|
|
Vector3 x, y, z;
|
|
double a, s;
|
|
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
|
|
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+4*y-5*z);
|
|
Actor p;
|
|
if ( bAlt )
|
|
{
|
|
p = Spawn("UBioGlob",origin);
|
|
p.A_SetScale(0.5+invoker.chargesize/3.5);
|
|
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),1+invoker.chargesize*0.3,-0.1,3,SWING_Spring,3,2);
|
|
}
|
|
else
|
|
{
|
|
p = Spawn("UBioGel",origin);
|
|
UTMainHandler.DoSwing(self,(FRandom[GES](-0.6,-1.3),FRandom[GES](-0.9,-0.2)),2,-0.5,2,SWING_Spring,2,2);
|
|
}
|
|
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("UTViewSmoke",origin);
|
|
UTViewSmoke(s).ofs = (10,4,-5);
|
|
s.scale *= 2.0;
|
|
s.target = self;
|
|
if ( Random[GES](0,1) ) s.SetShade("40FF60");
|
|
else s.SetShade("60FF40");
|
|
s.A_SetRenderStyle(0.5,STYLE_AddShaded);
|
|
UTViewSmoke(s).vvel += (FRandom[GES](0.8,1.6),FRandom[GES](-0.5,0.5),FRandom[GES](-0.5,0.5));
|
|
}
|
|
}
|
|
action void A_ChargeUp()
|
|
{
|
|
let weap = Weapon(invoker);
|
|
if ( (invoker.chargesize < 4.9) && (weap.Ammo1.Amount > 0) )
|
|
{
|
|
invoker.chargesize += 1./TICRATE;
|
|
invoker.count += 1./TICRATE;
|
|
if ( invoker.count > 1. )
|
|
{
|
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
|
invoker.count = 0;
|
|
}
|
|
}
|
|
if ( !(player.cmd.buttons&BT_ALTATTACK) )
|
|
player.SetPSPrite(PSP_WEAPON,invoker.FindState("AltRelease"));
|
|
}
|
|
action void A_BeginCharge()
|
|
{
|
|
let weap = Weapon(invoker);
|
|
invoker.bCharging = true;
|
|
weap.DepleteAmmo(weap.bAltFire,true,1);
|
|
invoker.count = invoker.chargesize = 0;
|
|
A_PlaySound("ges/load",CHAN_WEAPON,Dampener.Active(self)?.13:1.,true);
|
|
A_Overlay(-9999,"Dummy2");
|
|
}
|
|
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
|
|
{
|
|
if ( bCharging ) return true;
|
|
return Super.CheckAmmo(fireMode,autoSwitch,requireAmmo,ammocount);
|
|
}
|
|
Default
|
|
{
|
|
Tag "$T_BIORIFLE";
|
|
Inventory.PickupMessage "$I_BIORIFLE";
|
|
Weapon.UpSound "ges/select";
|
|
Weapon.SlotNumber 8;
|
|
Weapon.SelectionOrder 8;
|
|
Weapon.SlotPriority 1;
|
|
Weapon.AmmoType "UBioAmmo";
|
|
Weapon.AmmoUse 1;
|
|
Weapon.AmmoType2 "UBioAmmo";
|
|
Weapon.AmmoUse2 1;
|
|
Weapon.AmmoGive 25;
|
|
UTWeapon.DropAmmo 5;
|
|
}
|
|
States
|
|
{
|
|
Spawn:
|
|
BIOP A -1;
|
|
Stop;
|
|
BIOP B -1;
|
|
Stop;
|
|
Select:
|
|
BIOS A 1 A_Raise(int.max);
|
|
Wait;
|
|
Ready:
|
|
BIOS ABCDEFGHIJKLMNOPQRST 1 A_WeaponReady(WRF_NOFIRE);
|
|
Goto Idle;
|
|
Dummy:
|
|
TNT1 A 1
|
|
{
|
|
A_CheckReload();
|
|
A_WeaponReady();
|
|
// that's a long-ass if
|
|
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;
|
|
Idle:
|
|
#### # 4 A_Overlay(-9999,"Dummy"); // little hackeroo to make this more responsive
|
|
BIOI A 1 A_Jump(80,"Drip");
|
|
BIOI A -1;
|
|
Stop;
|
|
Sway:
|
|
#### # 3;
|
|
BIOW ABCDEFGHIJKLMNOPQRS 3 A_JumpIf((!player.cmd.forwardmove && !player.cmd.sidemove) || (player.vel.length() < 0.5),"Idle");
|
|
Goto Sway+1;
|
|
Drip:
|
|
#### # 4;
|
|
BIOT ABC 6;
|
|
BIOT D 6 A_PlaySound("ges/drip",CHAN_ITEM,Dampener.Active(self)?.05:.5);
|
|
BIOT EFG 6;
|
|
BIOI A 4;
|
|
Goto Idle;
|
|
Fire:
|
|
BIOF A 0
|
|
{
|
|
A_Overlay(-9999,"Null");
|
|
A_BioFire();
|
|
}
|
|
BIOF ABCDEFGHIJ 1;
|
|
Goto Idle;
|
|
Dummy2:
|
|
TNT1 A 1 A_ChargeUp();
|
|
Wait;
|
|
AltFire:
|
|
#### # 2 A_BeginCharge();
|
|
BIOA ABCDEFGHIJKLMNOPQRSTUVWXYZ 6;
|
|
BIA2 ABC 6;
|
|
BIA2 D 0 A_JumpIf(sting_bhold,1);
|
|
Goto AltRelease;
|
|
BIA2 D 3;
|
|
BIA2 CBA 6;
|
|
BIOA ZYXWVUT 6;
|
|
BIOA S 0;
|
|
Goto AltRelease;
|
|
AltRelease:
|
|
#### # 1
|
|
{
|
|
A_Overlay(-9999,"Null");
|
|
if ( self is 'UTPlayer' )
|
|
UTPlayer(self).PlayAttacking3();
|
|
A_BioFire(true);
|
|
}
|
|
BIOF ABCDEFGHIJ 2;
|
|
Goto Idle;
|
|
Deselect:
|
|
BIOD A 0 A_Overlay(-9999,"Null");
|
|
BIOD ABCDEF 1;
|
|
BIOD G 1 A_Lower(int.max);
|
|
Wait;
|
|
}
|
|
}
|