Additional dialogue for cranking Deep Impact while full.

This commit is contained in:
Mari the Deer 2023-01-21 01:09:46 +01:00
commit 070a842d76
7 changed files with 68 additions and 5 deletions

View file

@ -49,6 +49,8 @@ Class DeepImpact : SWWMWeapon
double charge;
bool charging;
int wastecycle; // for easter egg
transient ui SmoothDynamicValueInterpolator ChargeInter;
transient int failtime;
@ -295,12 +297,24 @@ Class DeepImpact : SWWMWeapon
invoker.clipcount = min(invoker.default.clipcount,invoker.clipcount+25);
A_StartSound("deepimpact/reload",CHAN_WEAPON,CHANF_OVERLAP);
A_QuakeEx(1,1,1,7,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.05);
invoker.wastecycle = 0;
}
action void A_NoCrank()
{
A_StartSound("deepimpact/noreload",CHAN_WEAPON,CHANF_OVERLAP);
A_QuakeEx(1,1,1,2,0,1,"",QF_RELATIVE|QF_SCALEUP,rollIntensity:.05);
invoker.wastecycle++;
let s = Demolitionist(self).mystats;
if ( s.deepegg < 4 )
{
if ( invoker.wastecycle < (10+s.deepegg*10) ) return;
s.deepegg++;
}
else return;
invoker.wastecycle = 0;
if ( player == players[consoleplayer] )
EventHandler.SendInterfaceEvent(consoleplayer,"swwmsetdialogue",SWWMDLG_CRANK1+(s.deepegg-1));
}
override void MarkPrecacheSounds()