Split item code.

This commit is contained in:
Mari the Deer 2022-12-15 14:31:43 +01:00
commit 1fe50b5c32
8 changed files with 4511 additions and 4501 deletions

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@ -0,0 +1,840 @@
// Other items
Class Omnisight : Inventory
{
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
override bool TryPickup( in out Actor toucher )
{
if ( !level.allmap )
{
Actor rt = toucher;
if ( toucher.player ) rt = toucher.player.mo;
if ( rt.player == players[consoleplayer] )
{
rt.A_StartSound("powerup/omnisight",CHAN_ITEMEXTRA,CHANF_OVERLAP);
// automatically zoom out so the player can know how far this goes
CVar.FindCVar('swwm_mm_zoom').SetFloat(2.);
}
if ( rt is 'Demolitionist' )
Demolitionist(rt).lastbump *= 1.1;
level.allmap = true;
// activate all interest markers
let ti = ThinkerIterator.Create("SWWMInterestMarker",STAT_MAPMARKER);
Actor a;
while ( a = Actor(ti.Next()) ) a.bDORMANT = false;
// "spread" to all players
for ( int i=0; i<MAXPLAYERS; i++ )
{
if ( !playeringame[i] || !players[i].mo || (players[i] == rt.player) ) continue;
if ( i == consoleplayer )
{
Console.Printf(StringTable.Localize("$D_OMNISHARE"),rt.player.GetUserName());
players[i].mo.A_StartSound("powerup/omnisight",CHAN_ITEMEXTRA,CHANF_OVERLAP);
// automatically zoom out so the player can know how far this goes
CVar.FindCVar('swwm_mm_zoom').SetFloat(2.);
}
if ( players[i].mo is 'Demolitionist' )
Demolitionist(players[i].mo).lastbump *= 1.1;
}
}
GoAwayAndDie();
return true;
}
Default
{
Tag "$T_OMNISIGHT";
Inventory.PickupSound "misc/p_pkup";
Inventory.PickupMessage "$I_OMNISIGHT";
Inventory.RestrictedTo "Demolitionist";
Inventory.PickupFlash "SWWMPurplePickupFlash";
+INVENTORY.ALWAYSPICKUP;
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+FLOATBOB;
+NOTDMATCH;
+DONTGIB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
// 1.1 Safety Tether
Class SafetyTether : Inventory
{
Mixin SWWMAutoUseFix;
Mixin SWWMOverlapPickupSound;
Mixin SWWMUseToPickup;
Mixin SWWMRespawn;
bool bPrimed, bFailed;
int primetim;
TextureID OnIcon[3];
override void Travelled()
{
Super.Travelled();
bPrimed = false;
}
override Inventory CreateTossable( int amt )
{
if ( bPrimed ) return null; // can't drop while primed
let ret = Super.CreateTossable(amt);
// reattach our glow if we became a pickup
if ( (ret == self) && (PickupFlash is 'SWWMPickupFlash') )
{
let p = Spawn(PickupFlash,pos);
p.target = self;
p.SetStateLabel("Pickup");
}
return ret;
}
override void DoEffect()
{
Super.DoEffect();
if ( !bPrimed ) return;
Icon = ((primetim%4)>=2)?default.Icon:(primetim>=6)?(bFailed?OnIcon[1]:OnIcon[2]):OnIcon[0];
if ( !bFailed && (primetim == 20) ) Owner.A_StartSound("hahaha/hahaha",CHAN_POWERUP,CHANF_OVERLAP);
primetim++;
if ( (primetim <= 20) || (!bFailed && (primetim <= 50)) ) return;
primetim = 0;
bPrimed = false;
Icon = default.Icon;
if ( bFailed ) return;
Vector3 safepos;
double safeangle;
if ( deathmatch ) [safepos, safeangle] = level.PickDeathmatchStart();
else [safepos, safeangle] = level.PickPlayerStart(Owner.PlayerNumber());
if ( !level.useplayerstartz ) safepos.z = ONFLOORZ;
Vector3 oldpos = Owner.pos;
if ( !Owner.Teleport(safepos,safeangle,0) )
{
if ( Owner is 'Demolitionist' )
Demolitionist(Owner).lastbump *= .95;
Owner.A_StartSound("powerup/tethererror",CHAN_ITEMEXTRA,CHANF_OVERLAP);
if ( Owner.player == players[consoleplayer] ) Console.Printf(StringTable.Localize("$D_TETHERFAIL"));
return;
}
let s = Spawn("DemolitionistShockwave",oldpos);
s.target = Owner;
s.special1 = 120;
s.A_AlertMonsters(0,AMF_EMITFROMTARGET);
s = Spawn("DemolitionistShockwave",Owner.pos);
s.target = Owner;
s.special1 = 120;
s.A_AlertMonsters(0,AMF_EMITFROMTARGET);
if ( Owner.player == players[consoleplayer] )
{
Owner.A_StartSound("demolitionist/hardland",CHAN_FOOTSTEP,CHANF_OVERLAP);
Owner.A_StartSound("demolitionist/hardland",CHAN_FOOTSTEP,CHANF_OVERLAP,pitch:.7);
Owner.A_StartSound("demolitionist/hardland",CHAN_FOOTSTEP,CHANF_OVERLAP,pitch:.4);
}
SWWMHandler.DoFlash(Owner,Color(255,255,255,255),10);
SWWMHandler.DoFlash(Owner,Color(255,128,192,255),30);
Owner.GiveBody(100,100);
SWWMUtility.AchievementProgressInc("sneaky",1,Owner.player);
Amount--;
if ( Amount <= 0 ) DepleteOrDestroy();
}
override bool Use( bool pickup )
{
if ( pickup || bPrimed ) return false;
if ( !OnIcon[0] ) OnIcon[0] = TexMan.CheckForTexture("graphics/HUD/Icons/I_SafetyOn.png");
if ( !OnIcon[1] ) OnIcon[1] = TexMan.CheckForTexture("graphics/HUD/Icons/I_SafetyNo.png");
if ( !OnIcon[2] ) OnIcon[2] = TexMan.CheckForTexture("graphics/HUD/Icons/I_SafetyYes.png");
bPrimed = true;
primetim = 0;
Vector3 safepos;
if ( deathmatch ) safepos = level.PickDeathmatchStart();
else safepos = level.PickPlayerStart(Owner.PlayerNumber());
if ( !level.useplayerstartz )
{
// find the floor for proper distance check
let s = level.PointInSector(safepos.xy);
safepos.z = s.floorplane.ZAtPoint(safepos.xy);
}
bFailed = (level.Vec3Diff(Owner.pos,safepos).length() < 400);
if ( (Owner.player == players[consoleplayer]) || bBigPowerup ) Owner.A_StartSound(bFailed?"powerup/tetherfail":"powerup/tetheruse",CHAN_ITEMEXTRA,CHANF_OVERLAP);
// don't consume on use, will happen later
Amount++;
return true;
}
Default
{
Tag "$T_SAFETY";
Stamina 240000;
Inventory.Icon "graphics/HUD/Icons/I_Safety.png";
Inventory.PickupSound "misc/p_pkup";
Inventory.UseSound "";
Inventory.PickupMessage "$T_SAFETY";
Inventory.MaxAmount 5;
Inventory.InterHubAmount 5;
Inventory.PickupFlash "SWWMPurplePickupFlash";
+INVENTORY.ALWAYSPICKUP;
+INVENTORY.AUTOACTIVATE;
+INVENTORY.INVBAR;
+COUNTITEM;
+INVENTORY.BIGPOWERUP;
+FLOATBOB;
+DONTGIB;
FloatBobStrength 0.25;
}
States
{
Spawn:
XZW1 A 33;
XZW1 B 2;
Loop;
}
}
// TBD 1.4 Ballsy Bomb
Class BallImpact : SWWMNonInteractiveActor
{
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_QuakeEx(3,3,3,12,0,200,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:100,rollIntensity:.3);
A_StartSound("leadball/hit",CHAN_VOICE);
A_SprayDecal("WallCrack",-20);
int numpt = Random[Spreadgun](5,10);
Vector3 x = SWWMUtility.Vec3FromAngles(angle,pitch);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = (x+SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*.8).unit()*FRandom[Spreadgun](.1,1.2);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,1,1)*Random[Spreadgun](128,192));
}
numpt = Random[Spreadgun](4,12);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](2,8);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[Spreadgun](4,8);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](2,8);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Destroy();
}
}
Class TheBall : Actor
{
Mixin SWWMMissileFix;
double heat;
int deadtimer;
Vector3 oldvel;
Actor lasthit;
Default
{
Obituary "$O_LEADBALL";
PROJECTILE;
+BOUNCEONWALLS;
+BOUNCEONFLOORS;
+BOUNCEONCEILINGS;
+CANBOUNCEWATER;
+USEBOUNCESTATE;
+DONTBOUNCEONSKY;
+NODAMAGETHRUST;
+ALLOWBOUNCEONACTORS;
+DONTBOUNCEONSHOOTABLES;
+HITOWNER;
-NOGRAVITY;
Speed 80;
Gravity 0.1;
BounceFactor 1.0;
Radius 2;
Height 4;
}
override int SpecialMissileHit( Actor victim )
{
if ( (vel.length() <= 5) || ((victim == target) && !bHITOWNER) || (victim == lasthit) || (!victim.bSHOOTABLE && !victim.bSOLID) )
return 1;
// check if we should rip or bounce
// girthitude
double girth = (victim.radius+victim.height)/2.*max(50,victim.mass)*(victim.health/double(victim.GetSpawnHealth()));
// how hard this damn thing is going to slam
double slamforce = vel.length()*350.+heat*120;
int dmg = int(vel.length()*4.5+heat*45);
bool is_schutt = victim.bSHOOTABLE;
// critical hit!
bool crit = false;
if ( is_schutt && !Random[Spreadgun](0,9) )
{
Spawn("SWWMItemFog",pos);
int whichclonk = Random[Spreadgun](1,11);
String snd = String.Format("misc/clonk%d",whichclonk);
A_AlertMonsters(swwm_uncapalert?0:2500,AMF_EMITFROMTARGET);
A_StartSound(snd,CHAN_VOICE,CHANF_OVERLAP,1.,.2);
A_StartSound(snd,CHAN_VOICE,CHANF_OVERLAP,1.,.2);
victim.A_QuakeEx(8,8,8,8,0,3000,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:300,rollIntensity:1.);
victim.A_StartSound(snd,CHAN_DAMAGE,CHANF_OVERLAP,1.,.2);
slamforce *= 4;
dmg *= 4;
vel *= 1.1;
let numpt = Random[Spreadgun](20,30);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](1,8);
let s = Spawn("SWWMSpark",pos);
s.scale *= 3.;
s.alpha *= .2;
s.vel = pvel;
}
crit = true;
if ( target ) SWWMUtility.AchievementProgressInc("balls",1,target.player);
}
SWWMUtility.DoKnockback(victim,vel.unit(),slamforce);
bool bleeds = (victim && !victim.bINVULNERABLE && !victim.bNOBLOOD && !victim.bDORMANT && is_schutt);
int newdmg = victim.DamageMobj(self,target,dmg,crit?'CriticalConcussion':'Concussion',crit?(DMG_THRUSTLESS|DMG_FOILINVUL):DMG_THRUSTLESS); // crits ignore invulnerability
Vector3 dir = -vel.unit();
// slam jam
if ( bleeds )
{
A_StartSound("leadball/hitf",CHAN_VOICE,CHANF_OVERLAP,(vel.length()/30.)**.5);
if ( (newdmg > 0) && victim )
{
victim.A_StartSound("leadball/hitf",CHAN_DAMAGE,CHANF_OVERLAP,(vel.length()/30.)**.5);
victim.TraceBleed(newdmg,self);
victim.SpawnBlood(pos,atan2(dir.y,dir.x),dmg);
}
}
else
{
A_StartSound("leadball/hit",CHAN_VOICE,CHANF_OVERLAP,(vel.length()/30.)**.5);
if ( victim ) victim.A_StartSound("leadball/hit",CHAN_DAMAGE,CHANF_OVERLAP,(vel.length()/30.)**.5);
if ( vel.length() > 15. )
{
let s = Spawn("BallImpact",pos);
s.angle = atan2(dir.y,dir.x);
s.pitch = asin(-dir.z);
}
}
// make it so the crit does not propagate to friendlies unless we bonked a friend (you monster!)
if ( crit )
SWWMUtility.DoExplosion(self,dmg/2,25000,150,80,((victim.isFriend(target))?0:DE_NOHURTFRIEND)|DE_NONEXPLOSIVE,crit?'CriticalConcussion':'Concussion',target,DMG_FOILINVUL);
if ( crit && victim && (victim.Health <= 0) && (victim.bBOSS || victim.FindInventory("BossMarker")) && target )
SWWMUtility.MarkAchievement("clonk",target.player);
// only rip shootables
if ( (slamforce > girth) && is_schutt )
{
vel *= .7;
return 1;
}
// force bounce
BlockingMobj = victim;
A_HandleBounce();
lasthit = victim;
// pretend to pass through
return 1;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_StartSound("leadball/fly",CHAN_WEAPON,CHANF_LOOP,.6,3.,2.);
heat = 1.;
}
override void Tick()
{
oldvel = vel;
Super.Tick();
if ( isFrozen() || (freezetics > 0) ) return;
if ( InStateSequence(CurState,ResolveState("Death")) )
{
deadtimer++;
if ( deadtimer > 300 )
{
let numpt = Random[Spreadgun](3,6);
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*FRandom[Spreadgun](1,8);
let s = Spawn("SWWMSmallSmoke",pos);
s.scale *= 3.;
s.alpha *= .2;
s.vel = pvel;
}
Destroy();
}
return;
}
heat -= 0.004+0.0004*vel.length();
A_SoundVolume(CHAN_WEAPON,vel.length()/75.);
if ( heat <= 0 ) return;
let s = Spawn("SWWMHalfSmoke",pos);
s.alpha *= heat;
}
void A_HandleBounce()
{
lasthit = null;
Vector3 HitNormal = -vel.unit();
F3DFloor ff;
if ( BlockingFloor )
{
// find closest 3d floor for its normal
for ( int i=0; i<BlockingFloor.Get3DFloorCount(); i++ )
{
if ( !(BlockingFloor.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingFloor.Get3DFloor(i).top.ZAtPoint(pos.xy) ~== floorz) ) continue;
ff = BlockingFloor.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.top.Normal;
else HitNormal = BlockingFloor.floorplane.Normal;
}
else if ( BlockingCeiling )
{
// find closest 3d floor for its normal
for ( int i=0; i<BlockingCeiling.Get3DFloorCount(); i++ )
{
if ( !(BlockingCeiling.Get3DFloor(i).flags&F3DFloor.FF_SOLID) ) continue;
if ( !(BlockingCeiling.Get3DFloor(i).bottom.ZAtPoint(pos.xy) ~== ceilingz) ) continue;
ff = BlockingCeiling.Get3DFloor(i);
break;
}
if ( ff ) HitNormal = -ff.bottom.Normal;
else HitNormal = BlockingCeiling.ceilingplane.Normal;
}
else if ( BlockingLine )
{
HitNormal = (-BlockingLine.delta.y,BlockingLine.delta.x,0).unit();
int wside = SWWMUtility.PointOnLineSide(pos.xy,BlockingLine);
if ( !wside ) HitNormal *= -1;
}
else if ( BlockingMobj )
{
Vector3 diff = level.Vec3Diff(BlockingMobj.Vec3Offset(0,0,BlockingMobj.Height/2),pos);
HitNormal = diff.unit();
}
// send the needed data for a bust
if ( (special1 == 2) || swwm_omnibust )
{
int dmg = int(oldvel.length()*4.2+heat*80);
BusterWall.ProjectileBust(self,dmg,oldvel.unit());
}
// undo the bounce, we need to hook in our own
vel = oldvel;
// re-do the bounce with our formula
double bcefact = .9;
if ( BlockingMobj )
{
bcefact *= .7;
if ( !BlockingMobj.bINVULNERABLE && !BlockingMobj.bNOBLOOD && !BlockingMobj.bDORMANT )
bcefact *= .6;
}
vel = (vel dot HitNormal)*HitNormal*FRandom[Spreadgun](-1.8,-1.)+vel;
vel += SWWMUtility.Vec3FromAngles(FRandom[Spreadgun](0,360),FRandom[Spreadgun](-90,90))*.4;
vel *= bcefact;
// slam jam
if ( !BlockingMobj )
{
A_StartSound("leadball/hit",CHAN_VOICE,CHANF_OVERLAP,max(0.,(vel.length()/30.-.2))**.5);
if ( vel.length() > 15 )
{
let s = Spawn("BallImpact",pos);
s.angle = atan2(HitNormal.y,HitNormal.x);
s.pitch = asin(-HitNormal.z);
}
}
gravity = .35;
if ( (vel.length() < 5) && (pos.z <= floorz) )
{
ClearBounce();
ExplodeMissile();
}
}
States
{
Spawn:
XZW1 A -1;
Stop;
Bounce:
XZW1 A 0 A_HandleBounce();
Goto Spawn;
Death:
XZW1 A -1
{
bMOVEWITHSECTOR = true;
A_StopSound(CHAN_WEAPON);
}
Stop;
}
}
// TBD 1.4 Battle-Boi Sentry
Class SaltTracer : LineTracer
{
Actor ignore;
Array<Line> ShootThroughList;
Array<WaterHit> WaterHitList;
override ETraceStatus TraceCallback()
{
// liquid splashes
if ( Results.CrossedWater )
{
let hl = new("WaterHit");
hl.sect = Results.CrossedWater;
hl.hitpos = Results.CrossedWaterPos;
WaterHitList.Push(hl);
}
else if ( Results.Crossed3DWater )
{
let hl = new("WaterHit");
hl.sect = Results.Crossed3DWater;
hl.hitpos = Results.Crossed3DWaterPos;
WaterHitList.Push(hl);
}
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignore ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE ) return TRACE_Stop;
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&Line.ML_BlockHitscan) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class SaltLight : PaletteLight
{
Default
{
Tag "SaltExpl,1";
ReactionTime 30;
Args 0,0,0,240;
}
}
Class SaltLight2 : PaletteLight
{
Default
{
Tag "SaltExpl";
ReactionTime 30;
Args 0,0,0,70;
}
}
Class SaltImpact : SWWMNonInteractiveActor
{
Default
{
Obituary "$O_SALTSHOT";
DamageType "Salt";
RenderStyle "Add";
Scale 1.8;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FORCEXYBILLBOARD;
+FOILINVUL;
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
A_AlertMonsters(swwm_uncapalert?0:6000,AMF_EMITFROMTARGET);
SWWMUtility.DoExplosion(self,30+special2*4,15000,100,40);
A_QuakeEx(3,3,3,10,0,250,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,falloff:150,rollintensity:0.2);
A_StartSound("saltshot/hit",CHAN_VOICE,attenuation:.35);
A_SprayDecal("ShockMarkSmall",-172);
A_SprayDecal("SaltMark",-172);
Scale *= FRandom[ExploS](0.8,1.1);
int numpt = Random[ExploS](5,9)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](1,6);
let s = Spawn("SWWMSmoke",pos);
s.vel = pvel;
s.SetShade(Color(1,3,4)*Random[ExploS](48,63));
s.special1 = Random[ExploS](1,2);
s.scale *= 2.4;
s.A_SetRenderStyle(.4,STYLE_AddShaded);
}
numpt = Random[ExploS](3,9)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,6);
let s = Spawn("SWWMSpark",pos);
s.vel = pvel;
}
numpt = Random[ExploS](3,6)-special1;
for ( int i=0; i<numpt; i++ )
{
Vector3 pvel = SWWMUtility.Vec3FromAngles(FRandom[ExploS](0,360),FRandom[ExploS](-90,90))*FRandom[ExploS](2,12);
let s = Spawn("SWWMChip",pos);
s.vel = pvel;
}
Spawn("SaltLight2",pos);
}
States
{
Spawn:
TNT1 A 0 NoDelay A_Jump(256,"Expl1","Expl2","Expl3");
Expl1:
KSX1 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
Expl2:
KSX2 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
Expl3:
KSX3 ABCDEFGHIJKLMNOPQRSTUVWXYZ[\] 1 Bright;
Stop;
}
}
Class SaltBeam : SWWMNonInteractiveActor
{
Default
{
Obituary "$O_SALTSHOT";
DamageType "Salt";
RenderStyle "Add";
Stamina 9;
Speed 32;
+ROLLSPRITE;
+ROLLCENTER;
+NODAMAGETHRUST;
+FORCERADIUSDMG;
+FOILINVUL;
}
void SpreadOut()
{
special1 = 1;
Vector3 x, y, z;
[x, y, z] = SWWMUtility.GetAxes(angle,pitch,roll);
let t = new("SaltTracer");
t.ignore = target;
t.Trace(pos,cursector,x,speed,TRACE_HitSky);
foreach ( l:t.ShootThroughList )
{
l.Activate(target,0,SPAC_PCross);
l.Activate(target,0,SPAC_Impact);
}
foreach ( w:t.WaterHitList )
{
let b = Actor.Spawn("InvisibleSplasher",w.hitpos);
b.target = target;
b.A_CheckTerrain();
}
for ( int i=4; i<t.Results.Distance; i+=8 )
{
if ( Random[Spreadgun](0,Stamina) ) continue;
let b = Actor.Spawn("SWWMHalfSmoke",level.Vec3Offset(pos,x*i));
b.Scale *= FRandom[Spreadgun](.6,.8);
b.special1 = Random[Spreadgun](1,2);
b.A_SetRenderStyle(.3,STYLE_AddShaded);
b.SetShade(Color(1,3,4)*Random[Spreadgun](48,63));
b.vel += x*FRandom[Spreadgun](-.5,3);
}
if ( t.Results.HitType != TRACE_HitNone )
{
if ( (args[1] == 2) || swwm_omnibust ) BusterWall.Bust(t.Results,60+Accuracy*10,target,x,t.Results.HitPos.z);
if ( t.Results.HitType == TRACE_HitActor )
{
SWWMUtility.DoKnockback(t.Results.HitActor,x,25000);
let p = SWWMPuff.Setup(t.Results.HitPos,x,self,target,t.Results.HitActor);
t.Results.HitActor.DamageMobj(p,target,40+Accuracy*5,'Salt',DMG_THRUSTLESS|DMG_INFLICTOR_IS_PUFF);
if ( t.Results.HitActor && t.Results.HitActor.bIsMonster && !Random[Spreadgun](0,3) )
t.Results.HitActor.Howl();
}
Vector3 norm = -x;
if ( t.Results.HitType == TRACE_HitWall )
{
norm = (t.Results.HitLine.delta.y,-t.Results.HitLine.delta.x,0).unit();
if ( t.Results.Side ) norm *= -1;
t.Results.HitLine.RemoteActivate(tracer,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
else if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.ffloor ) norm = -t.Results.ffloor.top.Normal;
else norm = t.Results.HitSector.floorplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.ffloor ) norm = -t.Results.ffloor.bottom.Normal;
else norm = t.Results.HitSector.ceilingplane.Normal;
}
if ( t.Results.HitType != TRACE_HasHitSky )
{
let i = Spawn("SaltImpact",level.Vec3Offset(t.Results.HitPos,norm*4));
i.angle = atan2(norm.y,norm.x);
i.pitch = asin(-norm.z);
i.target = target;
i.special1 = (Stamina-9)/4;
i.special2 = Accuracy;
i.args[0] = args[1];
}
speed = t.Results.Distance; // shortens in minimap
return;
}
else if ( (args[0] > 20) && !Random[Spreadgun](0,800/args[0]) )
{
let i = Spawn("SaltImpact",level.Vec3Offset(pos,x*speed));
i.angle = atan2(x.y,x.x);
i.pitch = asin(-x.z);
i.target = target;
i.special1 = (Stamina-9)/4;
i.special2 = Accuracy;
i.args[0] = args[1];
return;
}
// next beam
if ( !(special2%4) && !Random[Spreadgun](0,Stamina) )
Spawn("SaltLight",level.Vec3Offset(pos,x*speed/2));
let next = Spawn("SaltBeam",level.Vec3Offset(pos,x*speed));
double a = FRandom[Spreadgun](0,360), s = FRandom[Spreadgun](0,.06);
Vector3 dir = SWWMUtility.ConeSpread(x,y,z,a,s);
next.angle = atan2(dir.y,dir.x);
next.pitch = asin(-dir.z);
next.target = target;
next.special2 = (special2+1)%10;
next.args[0] = args[0]+1;
next.args[1] = args[1];
next.SetStateLabel("TrailSpawn");
}
override void PostBeginPlay()
{
Super.PostBeginPlay();
if ( !Random[Spreadgun](0,3) )
A_StartSound("saltshot/trail",CHAN_VOICE,CHANF_DEFAULT,.3,4.);
}
override void Tick()
{
if ( freezetics > 0 )
{
freezetics--;
return;
}
if ( isFrozen() ) return;
A_FadeOut(.04);
if ( Random[Spreadgun](-2,args[2]/10) == 0 )
SWWMUtility.DoExplosion(self,5+Accuracy,5000,speed,flags:DE_HOWL|DE_NONEXPLOSIVE,ignoreme:target);
if ( ((special2%4) || args[2]) && !special1 ) SpreadOut();
args[2]++;
if ( !CheckNoDelay() || (tics == -1) ) return;
if ( tics > 0 ) tics--;
while ( !tics )
{
if ( !SetState(CurState.NextState) )
return;
}
}
States
{
Spawn:
XZW1 A -1 Bright NoDelay
{
return FindState("StarterDev")+Random[Spreadgun](0,11)*2;
}
Stop;
TrailSpawn:
XZW2 A -1 Bright
{
return FindState("TrailerDev")+Random[Spreadgun](0,11)*2;
}
Stop;
StarterDev:
#### # 25 Bright;
XZW1 B -1 Bright;
Stop;
#### # 25 Bright;
XZW1 C -1 Bright;
Stop;
#### # 25 Bright;
XZW1 D -1 Bright;
Stop;
#### # 25 Bright;
XZW1 E -1 Bright;
Stop;
#### # 25 Bright;
XZW1 F -1 Bright;
Stop;
#### # 25 Bright;
XZW1 G -1 Bright;
Stop;
#### # 25 Bright;
XZW1 H -1 Bright;
Stop;
#### # 25 Bright;
XZW1 I -1 Bright;
Stop;
#### # 25 Bright;
XZW1 J -1 Bright;
Stop;
#### # 25 Bright;
XZW1 K -1 Bright;
Stop;
#### # 25 Bright;
XZW1 L -1 Bright;
Stop;
#### # 25 Bright;
XZW1 M -1 Bright;
Stop;
TrailerDev:
#### # 25 Bright;
XZW2 B -1 Bright;
Stop;
#### # 25 Bright;
XZW2 C -1 Bright;
Stop;
#### # 25 Bright;
XZW2 D -1 Bright;
Stop;
#### # 25 Bright;
XZW2 E -1 Bright;
Stop;
#### # 25 Bright;
XZW2 F -1 Bright;
Stop;
#### # 25 Bright;
XZW2 G -1 Bright;
Stop;
#### # 25 Bright;
XZW2 H -1 Bright;
Stop;
#### # 25 Bright;
XZW2 I -1 Bright;
Stop;
#### # 25 Bright;
XZW2 J -1 Bright;
Stop;
#### # 25 Bright;
XZW2 K -1 Bright;
Stop;
#### # 25 Bright;
XZW2 L -1 Bright;
Stop;
#### # 25 Bright;
XZW2 M -1 Bright;
Stop;
}
}