stinger_m/zscript/olsmp.zsc
Marisa Kirisame fae4f6d50b Partially implemented Stunner and Impaler (very unfinished).
Switched Impaler fire sound to something more appropriate (proto Skaarj fire).
Add slot priorities to all weapons, final weapons come first.
Adjust hud behavior to properly draw ammo bars by the order of their weapons.
2019-09-16 00:38:38 +02:00

398 lines
9.5 KiB
Text

/*
usaar33 is a wiener
now watch as I turn this trash fire into a better weapon
*/
Class OLSMPAmmo : Ammo
{
override bool TryPickup( in out Actor toucher )
{
if ( !sting_olsmp ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_olsmp ) return;
if ( !Owner )
{
let r = Spawn("CellPack",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;
}
else Owner.RemoveInventory(self);
Destroy();
}
Default
{
Tag "$T_OLSMPAMMO";
Inventory.Icon "I_OLSMP";
Inventory.PickupMessage "$I_OLSMPAMMO";
Inventory.Amount 100;
Inventory.MaxAmount 300;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 900;
Ammo.DropAmount 100;
}
States
{
Spawn:
UCLP A -1;
Stop;
}
}
Class OLSMP : UnrealWeapon
{
int ClipCount;
double AltAccuracy;
property ClipCount : ClipCount;
override void PlayUpSound( Actor origin )
{
origin.A_PlaySound(upsound,CHAN_WEAPON,Dampener.Active(origin)?.1:1.,pitch:0.8);
}
override bool TryPickup( in out Actor toucher )
{
if ( !sting_olsmp ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_olsmp ) return;
if ( !Owner )
{
let r = Spawn("BFG9000",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();
}
}
action void A_OLSMPRefire( statelabel flash = null, bool slave = false )
{
Weapon weap = Weapon(invoker);
if ( !weap || !player ) return;
if ( invoker.altaccuracy < 0.2 ) invoker.altaccuracy += 0.01;
if ( invoker.clipcount < 35 ) A_PlaySound("automag/click",CHAN_ITEM,!Dampener.Active(self)?1.:.35,pitch:1.6);
if ( (invoker.clipcount <= 0) || (weap.Ammo1.Amount <= 0) )
{
A_ClearRefire();
return;
}
A_Refire(flash);
}
action void A_OLSMPFire( bool alt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( weap.Ammo1.Amount <= 0 ) return;
if ( !weap.DepleteAmmo(weap.bAltFire,true,1) ) return;
invoker.clipcount--;
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_PlaySound("automag/fire",CHAN_WEAPON,!Dampener.Active(self)?1.:.2,pitch:FRandom[Automag](1.2,1.8)*(alt?2.5:1.));
if ( !Dampener.Active(self) ) A_AlertMonsters();
A_QuakeEx(1,1,1,8,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:0.15);
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
UTMainHandler.DoSwing(self,(FRandom[Automag](-2.,-5.)*invoker.altaccuracy,FRandom[Automag](-3.,2.)*invoker.altaccuracy),3,1,2,SWING_Spring,1,2);
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
if ( alt )
{
vel -= x*(player.onground?2.:0.8);
vel.z += (player.onground?.3:.08);
}
else
{
vel -= x*(player.onground?2.2:1.);
vel.z += (player.onground?.5:.15);
}
Vector3 origin = Vec2OffsetZ(0,0,player.viewz)+10.0*x;
origin = origin-z*1.0+y*4.0;
double a = FRandom[Automag](0,360), s = FRandom[Automag](0,alt?(0.05+invoker.altaccuracy):0.05);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION,origin.z,origin.x,origin.y,d);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 17;
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'shot',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
double mm = 3000;
if ( FRandom[Automag](0,1) < 0.2 ) mm *= 5;
UTMainHandler.DoKnockback(d.HitActor,d.HitDir,mm);
if ( d.HitActor.bNOBLOOD )
{
let p = Spawn("BulletImpact",d.HitLocation);
p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
p.pitch = asin(d.HitDir.z);
}
else
{
d.HitActor.TraceBleed(dmg,self);
d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
}
}
else if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("BulletImpact",d.HitLocation+hitnormal*0.01);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
}
for ( int i=0; i<3; i++ )
{
let s = Spawn("UTViewSmoke",origin);
UTViewSmoke(s).ofs = (10,4,-1);
s.target = self;
s.alpha *= 0.5;
}
origin += x*8.0+y*6.0-z*2.0;
let c = Spawn("UCasing",origin);
c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](2,3);
}
Default
{
Tag "$T_OLSMP";
Inventory.PickupMessage "$I_OLSMP";
Weapon.UpSound "automag/select";
Weapon.SlotNumber 0;
Weapon.SelectionOrder 9;
Weapon.SlotPriority 0.95;
Weapon.AmmoType "OLSMPAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "OLSMPAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 100;
Weapon.Kickback 320;
UTWeapon.DropAmmo 50;
OLSMP.ClipCount 100;
}
States
{
Spawn:
AUTP A -1;
Stop;
AUTP B -1;
Stop;
Select:
AUTS A 1 A_Raise(int.max);
Ready:
AUTS ABCDEFGHIJKLMNOPQRSTUVWXYZ 1 A_WeaponReady(WRF_NOFIRE);
AUS2 ABCD 1 A_WeaponReady(WRF_NOFIRE);
Idle:
AUTI A 0 A_Overlay(-9999,"Dummy");
AUTI AB 30;
AUTI A 0 A_Jump(50,"Twiddle");
Goto Idle+1;
Twiddle:
AUTT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto Idle+1;
Dummy:
TNT1 A 1
{
if ( (invoker.clipcount <= 0) && (invoker.Ammo1.Amount > 0) ) A_Overlay(PSP_WEAPON,"Reload");
else if ( invoker.clipcount < min(invoker.default.clipcount,invoker.Ammo1.Amount) ) A_WeaponReady(WRF_ALLOWRELOAD);
else A_WeaponReady();
}
Wait;
Fire:
AUTF A 1 A_Overlay(-9999,null);
AUTF BCD 1;
Hold:
AUTF E 1 A_OLSMPFire();
AUTF F 1;
AUTF G 0 A_OLSMPRefire(1);
Goto Release1;
AUTF G 1;
AUTF H 1 A_OLSMPFire();
AUTF I 1;
AUTF J 0 A_OLSMPRefire(1);
Goto Release2;
AUTF J 1;
AUTF K 1 A_OLSMPFire();
AUTF L 1;
AUTF M 0 A_OLSMPRefire(1);
Goto Release3;
AUTF M 1;
Goto Hold;
Release1:
AUTF G 1;
Goto Release;
Release2:
AUTF J 1;
Goto Release;
Release3:
AUTF M 1;
Goto Release;
Release:
AUTF NOPQRST 1;
AUTI A 0;
Goto Idle;
AltFire:
AUTF A 1 A_Overlay(-9999,null);
AUTF BCD 1;
AltHold:
AUTF E 1 A_OLSMPFire(true);
AUTF H 0 A_OLSMPRefire(1);
Goto AltRelease1;
AUTF H 1 A_OLSMPFire(true);
AUTF K 0 A_OLSMPRefire(1);
Goto AltRelease2;
AUTF K 1 A_OLSMPFire(true);
AUTF E 0 A_OLSMPRefire("AltHold");
Goto AltRelease3;
AltRelease1:
AUTF FG 1;
Goto Release;
AltRelease2:
AUTF IJ 1;
Goto Release;
AltRelease3:
AUTF LM 1;
Goto Release;
Reload:
AUTR A 0 A_JumpIf(invoker.clipcount>=min(invoker.default.clipcount,invoker.Ammo1.Amount),"Idle");
AUTR A 0
{
invoker.clipcount = Min(invoker.default.clipcount,invoker.Ammo1.Amount);
A_Overlay(-9999,null);
A_WeaponOffset(0,32); // fix sudden psprite lowering
A_PlaySound("automag/click",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
}
AUTR ABCDEFGHIJKLMNOPQRSTUVWXY 1;
AUTD ABCD 1;
AUTD E 30
{
A_PlaySound("automag/reload",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
if ( self is 'UTPlayer' )
UTPlayer(self).PlayReloading();
}
AUTS A 0 A_PlaySound("automag/select",CHAN_WEAPON,!Dampener.Active(self)?1.:.1,pitch:0.8);
Goto Ready;
Deselect:
AUTD A 1 A_Overlay(-9999,null);
AUTD BCD 1;
AUTD E 1 A_Lower(int.max);
Wait;
MuzzleFlash:
TNT1 A 0 A_Jump(256,1,2,3,4,5,6,7,8,9);
AMUZ A 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ B 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ C 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ D 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ E 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ F 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ G 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ H 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
AMUZ I 2 Bright
{
let l = Spawn("EnforcerLight",pos);
l.target = self;
}
Stop;
}
}