stinger_m/zscript/biggun.zsc
Marisa Kirisame ff8d145a2b 1.1.3 mini-update:
- Propagate swingers removal from DT.
 - Updated patron credits.
2021-01-24 14:37:09 +01:00

584 lines
14 KiB
Text

Class BigAmmo : Ammo
{
Default
{
Tag "$T_BIGAMMO";
Inventory.Icon "I_BigM";
Inventory.PickupMessage "";
Inventory.Amount 10;
Inventory.MaxAmount 12;
Ammo.BackpackAmount 0;
Ammo.BackpackMaxAmount 20;
Ammo.DropAmount 10;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
}
override String PickupMessage()
{
if ( PickupMsg.Length() > 0 ) return Super.PickupMessage();
return String.Format("%s%d%s",StringTable.Localize("$I_BIGAMMOL"),Amount,StringTable.Localize("$I_BIGAMMOR"));
}
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto || !sting_dubious ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto && sting_dubious ) return;
if ( !Owner )
{
let r = Spawn((GetClass()=="BigAmmo")?"CellPack":"Cell",pos,ALLOW_REPLACE);
r.spawnangle = spawnangle;
r.spawnpoint = spawnpoint;
r.angle = angle;
r.pitch = pitch;
r.roll = roll;
r.special = special;
r.args[0] = args[0];
r.args[1] = args[1];
r.args[2] = args[2];
r.args[3] = args[3];
r.args[4] = args[4];
r.ChangeTid(tid);
r.SpawnFlags = SpawnFlags&~MTF_SECRET;
r.HandleSpawnFlags();
r.SpawnFlags = SpawnFlags;
r.bCountSecret = SpawnFlags&MTF_SECRET;
r.vel = vel;
r.master = master;
r.target = target;
r.tracer = tracer;
r.bDropped = bDropped;
r.bNeverRespawn = bNeverRespawn;
}
else Owner.RemoveInventory(self);
Destroy();
}
States
{
Spawn:
BIGA A -1;
Stop;
}
}
Class BigAmmo2 : BigAmmo
{
Default
{
Tag "$T_BIGAMMO2";
Inventory.Amount 3;
Ammo.DropAmount 3;
+INVENTORY.IGNORESKILL;
}
}
Class BigAmmo3 : BigAmmo
{
Default
{
Tag "$T_BIGAMMO3";
Inventory.PickupMessage "$I_BIGAMMO3";
Inventory.Amount 1;
Ammo.DropAmount 1;
+INVENTORY.IGNORESKILL;
}
}
Class FatRing : Actor
{
Default
{
RenderStyle "Add";
+NOGRAVITY;
+NOBLOCKMAP;
}
override void Tick()
{
Super.Tick();
if ( isFrozen() ) return;
A_FadeOut(1/19.,0);
}
States
{
Spawn:
FATR ABCDEFGHIJK 2 Bright;
Stop;
}
}
Class BigBlast : Actor
{
Default
{
RenderStyle "Add";
DamageType 'BigShot';
Scale 2.;
+NOGRAVITY;
+NOBLOCKMAP;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_AlertMonsters();
A_Explode(50+special1,150);
A_QuakeEx(4,4,4,10,0,300,"",QF_RELATIVE|QF_SCALEDOWN,falloff:150,rollintensity:0.2);
A_StartSound("big/blast",CHAN_VOICE,pitch:FRandom[BigGun](0.8,1.2));
A_SprayDecal("RazorBlast",-172);
UTMainHandler.DoBlast(self,150,80000);
let r = Spawn("FatRing",pos);
r.angle = angle;
r.pitch = pitch;
r.roll = FRandom[ExploS](0,360);
r.scale *= FRandom[ExploS](0.8,1.1);
Scale *= FRandom[ExploS](0.8,1.1);
Scale.x *= RandomPick[ExploS](-1,1);
Scale.y *= RandomPick[ExploS](-1,1);
int numpt = Random[ExploS](30,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](1,4);
let s = Spawn("UTSmoke",pos);
s.vel = pvel;
s.scale *= FRandom[ExploS](0.9,4.0);
s.SetShade(Color(1,1,1)*Random[ExploS](128,255));
}
numpt = Random[ExploS](20,25);
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.vel = pvel;
}
numpt = Random[ExploS](30,40);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (FRandom[ExploS](-1,1),FRandom[ExploS](-1,1),FRandom[ExploS](-1,1)).unit()*FRandom[ExploS](2,12);
let s = Spawn("UTChip",pos);
s.vel = pvel;
s.scale *= FRandom[ExploS](0.9,2.7);
}
Spawn("FlareXLight",pos);
}
States
{
Spawn:
BGXP ABCDEFGH 4 Bright;
Stop;
}
}
Class HitListEntry
{
Actor hitactor;
Vector3 hitlocation, x;
int hitdamage;
}
Class BigTracer : LineTracer
{
Actor ignoreme;
Array<Line> ShootThroughList;
Array<HitListEntry> hitlist;
double penetration; // please don't laugh
override ETraceStatus TraceCallback()
{
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE )
{
let ent = new("HitListEntry");
ent.hitactor = Results.HitActor;
ent.hitlocation = Results.HitPos;
ent.x = Results.HitVector;
ent.hitdamage = min(Results.HitActor.health,int(penetration));
hitlist.Push(ent);
penetration = max(0,penetration-ent.hitdamage*.2);
if ( (penetration <= 0) || (hitlist.Size() > 9) )
return TRACE_Abort;
return TRACE_Skip;
}
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 BigCasing : UTCasing
{
Default
{
BounceSound "big/shell"; // much heavier sound
}
}
// hambagah?
Class BigMag : UTCasing
{
Default
{
BounceSound "big/bounce"; // much heavier sound
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
heat = 0.;
}
States
{
Death:
PCAS A -1
{
pitch = clamp(Normalize180(pitch),-5,5);
angle = FRandom[Junk](0,360);
}
Stop;
}
}
Class BigGun : UnrealWeapon
{
int ClipCount;
bool ClipOut;
BigTracer t;
property ClipCount : ClipCount;
override bool TryPickup( in out Actor toucher )
{
if ( !sting_proto || !sting_dubious ) return false; // not allowed
return Super.TryPickup(toucher);
}
override void Tick()
{
Super.Tick();
if ( sting_proto && sting_dubious ) 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;
r.bNeverRespawn = bNeverRespawn;
}
else Owner.RemoveInventory(self);
Destroy();
}
override int, int, bool, bool GetClipAmount()
{
return ClipOut?-1:ClipCount, -1, (ClipCount<2), false;
}
override bool CheckAmmo( int fireMode, bool autoSwitch, bool requireAmmo, int ammocount )
{
if ( ClipCount > 0 ) return true;
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
action void A_Eject()
{
Vector3 x, y, z;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),4*x+y*12-z*4);
let c = Spawn("BigCasing",origin);
c.vel = x*FRandom[Junk](-1.5,1.5)+y*FRandom[Junk](2,4)+z*FRandom[Junk](-1,2);
}
action void A_BigFire( bool bAlt = false )
{
Weapon weap = Weapon(invoker);
if ( !weap ) return;
if ( invoker.clipcount <= 0 ) return;
invoker.clipcount--;
A_StartSound("big/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_AlertMonsters();
A_Overlay(-2,"MuzzleFlash");
A_OverlayFlags(-2,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderstyle(-2,STYLE_Add);
invoker.FireEffect();
UTMainHandler.DoFlash(self,Color(32,255,128,0),1);
A_QuakeEx(2,2,2,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
vel -= x*(player.onground?9.5:2.5);
vel.z += (player.onground?2.8:.25);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+y*5-z*1);
[x2, y2, z2] = dt_CoordUtil.GetAxes(BulletSlope(),angle,roll);
double a = FRandom[BigGun](0,360), s = FRandom[BigGun](0,bAlt?0.2:0.05);
Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
if ( !invoker.t ) invoker.t = new("BigTracer");
invoker.t.ignoreme = self;
invoker.t.hitlist.Clear();
invoker.t.penetration = 200.;
invoker.t.ShootThroughList.Clear();
invoker.t.Trace(origin,level.PointInSector(origin.xy),dir,10000.,0);
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,bAlt?3:2) ) continue;
let b = Actor.Spawn("UTBubble",level.Vec3Offset(origin,dir*i));
b.Scale *= FRandom[Boolet](0.4,0.6);
}
for ( int i=0; i<invoker.t.hitlist.Size(); i++ )
{
let l = invoker.t.hitlist[i];
l.hitactor.DamageMobj(invoker,self,l.hitdamage,'BigShot',DMG_THRUSTLESS);
UTMainHandler.DoKnockback(l.hitactor,l.x,90000.);
let b = Spawn("BigBlast",l.hitlocation-l.x*8.);
b.target = self;
b.special1 = l.hitdamage;
b.angle = atan2(l.x.y,l.x.x);
b.pitch = asin(-l.x.z);
}
if ( invoker.t.Results.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -invoker.t.Results.HitVector;
if ( invoker.t.Results.HitType == TRACE_HitFloor )
{
if ( invoker.t.Results.FFloor ) hitnormal = -invoker.t.Results.FFloor.top.Normal;
else hitnormal = invoker.t.Results.HitSector.floorplane.Normal;
}
else if ( invoker.t.Results.HitType == TRACE_HitCeiling )
{
if ( invoker.t.Results.FFloor ) hitnormal = -invoker.t.Results.FFloor.bottom.Normal;
else hitnormal = invoker.t.Results.HitSector.ceilingplane.Normal;
}
else if ( invoker.t.Results.HitType == TRACE_HitWall )
{
hitnormal = (-invoker.t.Results.HitLine.delta.y,invoker.t.Results.HitLine.delta.x,0).unit();
if ( !invoker.t.Results.Side ) hitnormal *= -1;
}
let b = Spawn("BigBlast",invoker.t.Results.HitPos+hitnormal*8.);
b.target = self;
b.special1 = int(invoker.t.penetration);
b.angle = atan2(hitnormal.y,hitnormal.x);
b.pitch = asin(-hitnormal.z);
if ( invoker.t.Results.HitLine ) invoker.t.Results.HitLine.RemoteActivate(self,invoker.t.Results.Side,SPAC_Impact,invoker.t.Results.HitPos);
}
int numpt = 50;
for ( int i=0; i<numpt; i++ )
{
let s = Spawn("UTStaticViewSmoke",origin);
UTViewSmoke(s).ofs = (10,5,-1);
UTViewSmoke(s).vvel += (FRandom[BigGun](-0.05,0.5),FRandom[BigGun](-0.3,0.3),FRandom[BigGun](-0.3,0.3));
s.target = self;
s.scale *= 1.5;
s.alpha *= 0.6;
}
}
action bool A_BigCheckForReload( 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;
}
Default
{
Tag "$T_BIGGUN";
Obituary "$O_BIGGUN";
Inventory.PickupMessage "$I_BIGGUN";
Weapon.UpSound "big/select";
Weapon.SlotNumber 9;
Weapon.SelectionOrder 50;
Weapon.SlotPriority 0.8;
Weapon.AmmoType "BigAmmo";
Weapon.AmmoUse 1;
Weapon.AmmoType2 "BigAmmo";
Weapon.AmmoUse2 1;
Weapon.AmmoGive 4;
Inventory.RespawnTics 2100;
+INVENTORY.IGNORESKILL;
+INVENTORY.ALWAYSPICKUP;
UTWeapon.DropAmmo 4;
BigGun.ClipCount 4;
+EXTREMEDEATH;
+UNREALWEAPON.NOFIRSTGIVE;
}
States
{
Spawn:
BIGP A -1;
Stop;
BIGP B -1;
Stop;
Select:
BIGS A 1 A_Raise(int.max);
Wait;
Ready:
BIGS A 0
{
invoker.clipout = false;
}
BIGS ABC 2 A_WeaponReady(WRF_NOFIRE);
BIGS DEFGHI 2 A_WeaponReady(WRF_NOFIRE);
Goto Idle;
Dummy:
TNT1 A 1
{
A_CheckReload();
if ( !A_BigCheckForReload() )
{
if ( (invoker.clipCount < invoker.default.clipcount) && (invoker.Ammo1.Amount > 0) )
A_WeaponReady(WRF_ALLOWRELOAD);
else A_WeaponReady();
}
}
Wait;
Idle:
BIGI A 0 A_Overlay(-9999,"Dummy");
BIGI A 20 A_Jump(80,"Twiddle1","Twiddle1","Twiddle2");
Wait;
Twiddle1:
BIGW ABCDEFGHIJKLMNO 3;
Goto Idle;
Twiddle2:
BIGT ABCDEFGHIJKLMNOPQRSTUVWXY 2;
Goto Idle;
Fire:
BIGF A 0
{
if ( !A_BigCheckForReload(true) )
A_Overlay(-9999,"Null");
}
BIGF AB 2;
BIGF C 2 A_BigFire();
BIGF DEF 2;
BIGF G 2 A_Eject();
BIGF HIJKLMNOP 2;
BIGI A 0 A_Refire("Fire");
Goto Idle;
AltFire:
BIGF A 0
{
if ( !A_BigCheckForReload(true) )
A_Overlay(-9999,"Null");
}
BIGF AB 3;
Goto AltHold;
AltHold:
BIGF C 1 A_BigFire();
BIGF DEF 1;
BIGF G 1 A_Eject();
BIGF HIJK 1;
BIGF L 0 A_Refire(1);
Goto AltRelease;
BIGF L 1 A_JumpIf(invoker.clipcount<=0,"AltRelease");
Goto AltHold;
AltRelease:
BIGF LMNOP 3;
Goto Idle;
DryFire:
BIGF A 0 A_Overlay(-9999,"Null");
BIGF AB 2;
BIGF C 2
{
A_StartSound("big/dry",CHAN_WEAPON,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
if ( !Dampener.Active(self) ) A_AlertMonsters();
}
BIGF LMNOP 2;
Goto Idle;
Reload:
BIGR A 0
{
A_ClearRefire();
A_Overlay(-9999,"Null");
}
BIGR ABCDEFGHIJKL 2;
BIGR M 2
{
invoker.clipout = true;
A_QuakeEx(2,2,2,5,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.18);
A_StartSound("big/punch",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
BIGR NOPQRSTUVW 2;
BIGR X 2
{
Vector3 x, y, z, origin;
[x,y,z] = dt_CoordUtil.GetAxes(pitch,angle,roll);
origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),x*5.-z*9.);
let c = Spawn("BigMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = vel*.5+x*FRandom[Junk](-.5,.5)+y*FRandom[Junk](-.5,.5)-z*FRandom[Junk](1,2);
}
BIGR YZ[\] 2;
BIR2 ABCDEF 2;
BIR2 G 2
{
invoker.clipout = false;
let aadd = min(invoker.ammo1.amount,invoker.default.clipcount-invoker.clipcount);
invoker.clipcount += aadd;
if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.Ammo1.Amount -= aadd;
A_QuakeEx(1,1,1,3,0,1,"",QF_RELATIVE|QF_SCALEDOWN,rollintensity:0.12);
A_StartSound("big/reload",CHAN_WEAPONMISC,CHANF_OVERLAP,Dampener.Active(self)?.3:1.);
if ( self is 'UTPlayer' ) UTPlayer(self).PlayReloading();
}
BIR2 HIJKL 2;
BIR2 M 2
{
invoker.PlayUpSound(self);
}
BIR2 NOPQRSTUVWXYZ[\] 2;
BIR3 ABCDEF 2;
Goto Idle;
Deselect:
BIGD A 1 A_Overlay(-9999,"Null");
BIGD BCDEFGHIJK 1;
BIGD K 1 A_Lower(int.max);
Wait;
MuzzleFlash:
BGMF A 2 Bright
{
let l = Spawn("SniperLight",pos);
l.args[0] = 255;
l.args[1] = 176;
l.args[2] = 16;
l.target = self;
}
Stop;
}
}