stinger_m/zscript/quadshot.zsc
Marisa Kirisame ff01ab2146 Release Candidate 4 (may be final):
- Spent mags for Automag, Flak Cannon and Demolisher (needs updated DT).
- Betamag defaults to both having the 0.83 skin, other options put on add-ons.
- Adjustments to bullet casings.
- Fixed flames producing water splashes.
- Fixed female models having male gibs.
- Corrected ASMD ball hit behavior to match Unreal.
- Added bubble trail to Stinger when underwater.
2019-10-16 18:13:03 +02:00

546 lines
14 KiB
Text

Class UShells : Ammo
{
Default
{
Tag "$T_SHELLS";
Inventory.Icon "I_ShotSh";
Inventory.PickupMessage "";
Inventory.Amount 12;
Inventory.MaxAmount 48;
Ammo.BackpackAmount 6;
Ammo.BackpackMaxAmount 96;
Ammo.DropAmount 6;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_SHELLSL"),Amount,StringTable.Localize("$I_SHELLSR"));
}
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto ) return;
if ( !Owner )
{
let r = Spawn((GetClass()=="UShells")?"ShellBox":"Shells",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
Destroy();
}
else
{
Owner.RemoveInventory(self);
Destroy();
}
}
States
{
Spawn:
QAMO A -1;
Stop;
}
}
Class UShells2 : UShells
{
Default
{
Tag "$T_SHELLS2";
Inventory.Amount 4;
Ammo.DropAmount 4;
+INVENTORY.IGNORESKILL;
}
}
Class QCasing : UCasing
{
Default
{
BounceSound "quadshot/shell";
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
heat = 0.; // no smoke
}
}
Class QuadshotTracer : LineTracer
{
Actor ignoreme;
Array<Line> ShootThroughList;
Array<HitListEntry> hitlist;
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE )
{
int amt = FlakAccumulator.GetAmount(Results.HitActor);
// getgibhealth isn't clearscope, fuck
int gibhealth = -int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor);
if ( Results.HitActor.GibHealth != int.min ) gibhealth = -abs(Results.HitActor.GibHealth);
// if gibbed, go through without dealing more damage
if ( Results.HitActor.health-amt <= gibhealth ) return TRACE_Skip;
let ent = new("HitListEntry");
ent.hitactor = Results.HitActor;
ent.hitlocation = Results.HitPos;
ent.x = Results.HitVector;
hitlist.Push(ent);
// go right on through if dead
if ( Results.HitActor.health-amt <= 0 ) return TRACE_Skip;
// stap
return TRACE_Abort;
}
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;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class QuadShot : UnrealWeapon
{
int ClipCount, HeldShells;
bool ClipOut;
QuadshotTracer t;
property ClipCount : ClipCount;
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("Shotgun",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 ClipOut?-1:ClipCount, -1, (ClipCount<2), false;
}
action void ProcessTraceHit( QuadshotTracer t, Vector3 origin, Vector3 dir, int bc = 1 )
{
for ( int i=0; i<invoker.t.ShootThroughList.Size(); i++ )
invoker.t.ShootThroughList[i].Activate(self,0,SPAC_PCross);
for ( int i=5; i<invoker.t.Results.Distance; i+=10 )
{
if ( !Random[Boolet](0,4*bc) ) continue;
let b = Actor.Spawn("UTBubble",level.Vec3Offset(origin,dir*i));
b.Scale *= FRandom[Boolet](0.4,0.6);
}
for ( int i=0; i<t.HitList.Size(); i++ )
{
int dmg = 12;
FlakAccumulator.Accumulate(t.HitList[i].HitActor,dmg,invoker,self,'shot');
double mm = 2400;
UTMainHandler.DoKnockback(t.HitList[i].HitActor,t.HitList[i].x+(0,0,0.025),mm*FRandom[Quadshot](0.4,1.2));
if ( t.HitList[i].HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",t.HitList[i].HitLocation);
p.scale *= FRandom[Quadshot](0.2,0.4);
p.angle = atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180;
p.pitch = asin(t.HitList[i].x.z);
}
else
{
t.HitList[i].HitActor.TraceBleed(dmg,self);
t.HitList[i].HitActor.SpawnBlood(t.HitList[i].HitLocation,atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180,dmg);
}
}
if ( t.Results.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -t.Results.HitVector;
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;
}
else if ( t.Results.HitType == TRACE_HitWall )
{
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( !t.Results.Side ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",t.Results.HitPos+hitnormal*0.01);
p.scale *= FRandom[Quadshot](0.2,0.4);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( t.Results.HitLine ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
}
action void A_QuadshotFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( invoker.clipcount <= 0 ) return;
if ( bAlt && (invoker.clipcount <= 1) )
{
// fall back to normal fire strength
player.SetPSprite(PSP_WEAPON,invoker.FindState("Fire"));
return;
}
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),10*x+y*2-z*2);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
double a, s;
Vector3 dir;
if ( bAlt )
{
A_QuakeEx(1,1,1,6,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
double blend = invoker.clipcount/4.;
A_PlaySound("quadshot/alt",CHAN_WEAPON,(!Dampener.Active(self)?1.:.2)*blend);
A_PlaySound("quadshot/fire",CHAN_7,(!Dampener.Active(self)?1.:.2)*(1.-blend));
double spread = invoker.clipcount;
for ( int i=0; i<invoker.clipcount; i++ )
{
for ( int i=0; i<3; i++ )
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](6,8),FRandom[Quadshot](-1.,-1.5),Random[Quadshot](6,8),SWING_Spring,0,FRandom[Quadshot](1.8,2.4));
for ( int i=0; i<10; i++ )
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.09+0.05*spread);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.hitlist.Clear();
invoker.t.ShootThroughList.Clear();
invoker.t.Trace(origin,CurSector,dir,10000,0);
ProcessTraceHit(invoker.t,origin,dir,int(spread));
}
}
vel += (0,0,(0.3+0.3*spread))-x*(1.5+1.1*spread);
invoker.clipcount = 0;
}
else
{
A_QuakeEx(1,1,1,4,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.12);
A_PlaySound("quadshot/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2);
for ( int i=0; i<3; i++ )
UTMainHandler.DoSwing(self,(FRandom[Quadshot](-0.04,-0.2),FRandom[Quadshot](-0.2,0.2)),FRandom[Quadshot](5,7),FRandom[Quadshot](-1,-1.5),Random[Quadshot](3,6),SWING_Spring,0,FRandom[Quadshot](1.8,2.4));
for ( int i=0; i<10; i++ )
{
a = FRandom[Quadshot](0,360);
s = FRandom[Quadshot](0,0.08);
dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
if ( !invoker.t ) invoker.t = new("QuadshotTracer");
invoker.t.ignoreme = self;
invoker.t.hitlist.Clear();
invoker.t.ShootThroughList.Clear();
invoker.t.Trace(origin,CurSector,dir,10000,0);
ProcessTraceHit(invoker.t,origin,dir);
}
vel += (0,0,0.3)-x*1.5;
invoker.clipcount--;
}
if ( bAlt ) A_Overlay(-2,"MuzzleFlashAlt");
else A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
if ( !Dampener.Active(self) ) A_AlertMonsters();
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
int numpt = bAlt?40:15;
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,2,-2);
UTViewSmoke(s).vvel += (FRandom[Quadshot](-0.05,0.25),FRandom[Quadshot](-0.3,0.3),FRandom[Sniper](-0.3,0.3));
s.target = self;
s.scale *= 1.2;
s.alpha *= 0.4;
}
}
action void A_DropShells()
{
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),-x*4-y*8-z*8);
for ( int i=0; i<(4-invoker.clipcount); i++ )
{
let c = Spawn("QCasing",origin);
c.vel = x*FRandom[Junk](-1.5,0.25)-y*FRandom[Junk](1,4)-z*FRandom[Junk](1,4);
c.angle = angle;
c.pitch = pitch;
}
}
action bool A_QuadshotCheckForReload( bool bDryFire = false )
{
let weap = Weapon(invoker);
if ( invoker.clipcount <= 0 )
{
if ( weap.Ammo1.Amount > 0 )
{
player.SetPSprite(PSP_WEAPON,invoker.FindState("Reload"));
return true;
}
else if ( bDryFire )
{
player.SetPSprite(PSP_WEAPON,invoker.FindState("DryFire"));
return true;
}
}
return false;
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
if ( ClipCount > 0 ) return true;
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
Default
{
Tag "$T_QUADSHOT";
Inventory.PickupMessage "$I_QUADSHOT";
Weapon.UpSound "quadshot/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 1400;
Weapon.SlotPriority 0.9;
Weapon.AmmoType "UShells";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "UShells";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 20;
Weapon.Kickback 320;
UTWeapon.DropAmmo 10;
QuadShot.ClipCount 4;
}
States
{
Spawn:
QSPK A -1;
Stop;
QSPK B -1;
Stop;
Select:
QUAS A 1 A_Raise(int.max);
Wait;
Ready:
QUAS A 0
{
invoker.clipout = false;
invoker.clipcount += invoker.heldshells;
invoker.heldshells = 0;
}
QUAS ABCDEFGHIJK 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1
{
A_CheckReload();
if ( !A_QuadshotCheckForReload() )
{
let weap = Weapon(invoker);
if ( (invoker.clipcount < invoker.default.clipcount) && (invoker.Ammo1.Amount > 0) )
A_WeaponReady(WRF_ALLOWRELOAD);
else A_WeaponReady();
}
}
Wait;
Idle:
QUAI A 0 A_Overlay(-9999,"Dummy");
QUAI A 50;
QUAI A 0 A_Jump(40,"Twiddle");
Goto Idle+1;
Twiddle:
#### # 2;
QUAT ABCDEFGHIJKLMNOPQRSTU 2;
Goto Idle+1;
Fire:
#### # 1
{
if ( !A_QuadshotCheckForReload(true) )
{
A_Overlay(-9999,"Null");
A_QuadshotFire();
}
}
QUAF ABCDEFGHIJK 1;
Goto Pump;
DryFire:
#### # 1
{
A_Overlay(-9999,"Null");
A_PlaySound("automag/click",CHAN_WEAPON,Dampener.Active(self)?.05:.5);
}
QUAF AJK 2;
Goto Idle;
AltFire:
#### # 1
{
if ( !A_QuadshotCheckForReload(true) )
{
A_Overlay(-9999,"Null");
A_QuadshotFire(true);
}
}
QUAA ABCDEFGHIJKLMNOPQRS 1;
Goto Idle;
Pump:
QUAP A 0
{
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}
QUAP ABCD 1;
QUAP E 0 A_PlaySound("quadshot/pump1",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP EFGHIJKLM 1;
QUAP N 0 A_PlaySound("quadshot/pump2",CHAN_6,Dampener.Active(self)?.1:1.);
QUAP NOPQRSTUVWXYZ[\ 1;
QUAP \ 0;
QUAI A 0; // force no tween
Goto Idle;
Reload:
QUAR A 0 A_Overlay(-9999,"Null");
QUAR ABCDEFGHIJK 1;
QUAR L 0
{
A_PlaySound("quadshot/open",CHAN_6,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayAttacking3();
}
QUAR LMNOPQRSTU 1;
QUAR V 0
{
invoker.clipout = true;
A_DropShells();
let weap = Weapon(invoker);
}
QUAR VWXYZ[\] 1;
QUR2 ABCDEFGHIJKLMNOPQR 1;
QUR2 S 0
{
invoker.clipout = false;
invoker.heldshells = invoker.clipcount;
invoker.clipcount = 0;
A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
let weap = Weapon(invoker);
for ( int i=0; i<2; i++ )
{
if ( (invoker.clipcount >= 4) || (invoker.heldshells+weap.Ammo1.Amount <= 0) ) continue;
invoker.clipcount++;
if ( invoker.heldshells > 0 ) invoker.heldshells--;
else weap.Ammo1.Amount--;
}
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}
QUR2 STUVWXYZ[\] 1;
QUR3 ABCDEFGHIJKLMNO 1;
QUR3 P 0
{
A_PlaySound("quadshot/load",CHAN_6,Dampener.Active(self)?.1:1.);
let weap = Weapon(invoker);
for ( int i=0; i<2; i++ )
{
if ( (invoker.clipcount >= 4) || (invoker.heldshells+weap.Ammo1.Amount <= 0) ) continue;
invoker.clipcount++;
if ( invoker.heldshells > 0 ) invoker.heldshells--;
else weap.Ammo1.Amount--;
}
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}
QUR3 PQRSTUVWXYZ[\] 1;
QUR4 ABCDE 1;
QUR4 F 0
{
A_PlaySound("quadshot/close",CHAN_6,Dampener.Active(self)?.1:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayAttacking3();
}
QUR4 FGHIJKLMNOPQ 1;
Goto Idle;
Deselect:
#### # 1 A_Overlay(-9999,"Null");
QUAD ABCDEFG 1;
QUAD G 1 A_Lower(int.max);
Wait;
MuzzleFlash:
QFLA A 3 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
MuzzleFlashAlt:
QFLA B 3 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
l.args[3] += 20;
}
Stop;
}
}