0.9.4b release: Dual Explodium Guns.

This commit is contained in:
Mari the Deer 2020-09-20 22:03:46 +02:00
commit 2ddf41d16d
13 changed files with 908 additions and 14 deletions

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@ -1,7 +1,6 @@
**Not so fundamental things during first beta:**
- Extra Demolitionist animations (swimming, additional gestures)
- Dual wielding Explodium Gun
- Quick grenade function (Explodium Mag)
- Fun options
- Omnibusting (all weapons can bust walls)

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@ -1,2 +1,2 @@
[default]
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.3b r553 \cu(Sun 20 Sep 15:05:43 CEST 2020)";
SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.4b r553 \cu(Sun 20 Sep 22:03:46 CEST 2020)";

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@ -340,3 +340,4 @@ Model "ExplodiumGun"
FrameIndex XZW9 V 1 234
FrameIndex XZW9 W 1 235
}

374
modeldef.explodiumgun2 Normal file
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@ -0,0 +1,374 @@
Model "DualExplodiumGun"
{
Path "models/extra"
Model 2 "Flat_d.3d"
Scale 0.1 0.1 0.1
RollOffset 90
AngleOffset 90
// Right
Offset 28 -60 -12
Skin 2 "ExploMuz0.png"
FrameIndex XZWZ A 2 0
Skin 2 "ExploMuz1.png"
FrameIndex XZWZ B 2 0
Skin 2 "ExploMuz2.png"
FrameIndex XZWZ C 2 0
Skin 2 "ExploMuz3.png"
FrameIndex XZWZ D 2 0
Skin 2 "ExploMuz4.png"
FrameIndex XZWZ E 2 0
Skin 2 "ExploMuz5.png"
FrameIndex XZWZ F 2 0
Skin 2 "ExploMuz6.png"
FrameIndex XZWZ G 2 0
Skin 2 "ExploMuz7.png"
FrameIndex XZWZ H 2 0
Skin 2 "ExploMuz8.png"
FrameIndex XZWZ I 2 0
Skin 2 "ExploMuz9.png"
FrameIndex XZWZ J 2 0
// Left
Offset -28 -60 -12
Skin 2 "ExploMuz0.png"
FrameIndex XZWZ K 2 0
Skin 2 "ExploMuz1.png"
FrameIndex XZWZ L 2 0
Skin 2 "ExploMuz2.png"
FrameIndex XZWZ M 2 0
Skin 2 "ExploMuz3.png"
FrameIndex XZWZ N 2 0
Skin 2 "ExploMuz4.png"
FrameIndex XZWZ O 2 0
Skin 2 "ExploMuz5.png"
FrameIndex XZWZ P 2 0
Skin 2 "ExploMuz6.png"
FrameIndex XZWZ Q 2 0
Skin 2 "ExploMuz7.png"
FrameIndex XZWZ R 2 0
Skin 2 "ExploMuz8.png"
FrameIndex XZWZ S 2 0
Skin 2 "ExploMuz9.png"
FrameIndex XZWZ T 2 0
}
Model "DualExplodiumGun"
{
Path "models"
Model 1 "ExplodiumGun1st_d.3d"
SurfaceSkin 1 0 "DemoTags.png"
SurfaceSkin 1 1 "DemoArms.png"
SurfaceSkin 1 2 "DemoSoft.png"
SurfaceSkin 1 3 "ExplodiumGun.png"
SurfaceSkin 1 5 "ExplodiumGun.png"
Scale -0.005 0.0025 0.005
AngleOffset -90
Offset 3 0 -2
//// RIGHT
// Still
FrameIndex XZW2 A 1 0
// Deselect
FrameIndex XZWA T 1 1
FrameIndex XZWA U 1 2
FrameIndex XZWA V 1 3
FrameIndex XZWA W 1 4
// Select
FrameIndex XZW2 B 1 5
FrameIndex XZW2 C 1 6
FrameIndex XZW2 D 1 7
FrameIndex XZW2 E 1 8
FrameIndex XZW2 F 1 9
FrameIndex XZW2 G 1 10
FrameIndex XZW2 H 1 11
// Fire
SurfaceSkin 1 4 "ExplodiumCasing.png" // show casing
FrameIndex XZW2 I 1 13
FrameIndex XZW2 J 1 14
FrameIndex XZW2 K 1 15
FrameIndex XZW2 L 1 16
FrameIndex XZW2 M 1 17
FrameIndex XZW2 N 1 18
FrameIndex XZW2 O 1 19
FrameIndex XZW2 P 1 20
FrameIndex XZW2 Q 1 21
FrameIndex XZW2 R 1 22
FrameIndex XZW2 S 1 23
SurfaceSkin 1 4 "" // hide casing
// Reload (Part 1)
FrameIndex XZW2 T 1 25
FrameIndex XZW2 U 1 26
FrameIndex XZW2 V 1 27
FrameIndex XZW2 W 1 28
FrameIndex XZW2 X 1 29
FrameIndex XZW2 Y 1 30
FrameIndex XZW2 Z 1 31
FrameIndex XZW3 A 1 32
FrameIndex XZW3 B 1 33
FrameIndex XZW3 C 1 34
FrameIndex XZW3 D 1 35
FrameIndex XZW3 E 1 36
FrameIndex XZW3 F 1 37
FrameIndex XZW3 G 1 38
FrameIndex XZW3 H 1 39
FrameIndex XZW3 I 1 40
// Reload (Part 1 w/ Empty Mag)
SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
FrameIndex XZW3 J 1 25
FrameIndex XZW3 K 1 26
FrameIndex XZW3 L 1 27
FrameIndex XZW3 M 1 28
FrameIndex XZW3 N 1 29
FrameIndex XZW3 O 1 30
FrameIndex XZW3 P 1 31
FrameIndex XZW3 Q 1 32
FrameIndex XZW3 R 1 33
FrameIndex XZW3 S 1 34
FrameIndex XZW3 T 1 35
FrameIndex XZW3 U 1 36
FrameIndex XZW3 V 1 37
FrameIndex XZW3 W 1 38
FrameIndex XZW3 X 1 39
FrameIndex XZW3 Y 1 40
// Reload (Part 2)
SurfaceSkin 1 5 "" // hide mag
SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
FrameIndex XZW3 Z 1 41
FrameIndex XZW4 A 1 42
FrameIndex XZW4 B 1 43
FrameIndex XZW4 C 1 44
FrameIndex XZW4 D 1 45
FrameIndex XZW4 E 1 46
FrameIndex XZW4 F 1 47
FrameIndex XZW4 G 1 48
SurfaceSkin 1 6 "" // hide new mag
FrameIndex XZW4 H 1 49
FrameIndex XZW4 I 1 50
FrameIndex XZW4 J 1 51
SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
FrameIndex XZW4 K 1 52
FrameIndex XZW4 L 1 53
FrameIndex XZW4 M 1 54
FrameIndex XZW4 N 1 55
FrameIndex XZW4 O 1 56
FrameIndex XZW4 P 1 57
FrameIndex XZW4 Q 1 58
FrameIndex XZW4 R 1 59
FrameIndex XZW4 S 1 60
FrameIndex XZW4 T 1 61
FrameIndex XZW4 U 1 62
FrameIndex XZW4 V 1 63
// Slide
FrameIndex XZW4 W 1 65
FrameIndex XZW4 X 1 66
FrameIndex XZW4 Y 1 67
FrameIndex XZW4 Z 1 68
FrameIndex XZW5 A 1 69
FrameIndex XZW5 B 1 70
FrameIndex XZW5 C 1 71
FrameIndex XZW5 D 1 72
FrameIndex XZW5 E 1 73
FrameIndex XZW5 F 1 74
FrameIndex XZW5 G 1 75
FrameIndex XZW5 H 1 76
FrameIndex XZW5 I 1 77
FrameIndex XZW5 J 1 78
FrameIndex XZW5 K 1 79
FrameIndex XZW5 L 1 80
FrameIndex XZW5 M 1 81
// Melee
FrameIndex XZW7 T 1 177
FrameIndex XZW7 U 1 178
FrameIndex XZW7 V 1 179
Offset 0 0 -2
FrameIndex XZW7 W 1 180
FrameIndex XZW7 X 1 181
FrameIndex XZW7 Y 1 182
FrameIndex XZW7 Z 1 183
FrameIndex XZW8 A 1 184
FrameIndex XZW8 B 1 185
FrameIndex XZW8 C 1 186
FrameIndex XZW8 D 1 187
FrameIndex XZW8 E 1 188
FrameIndex XZW8 F 1 189
Offset 3 0 -2
// Spin Gun
FrameIndex XZW9 A 1 213
FrameIndex XZW9 B 1 214
FrameIndex XZW9 C 1 215
FrameIndex XZW9 D 1 216
FrameIndex XZW9 E 1 217
FrameIndex XZW9 F 1 218
FrameIndex XZW9 G 1 219
FrameIndex XZW9 H 1 220
FrameIndex XZW9 I 1 221
FrameIndex XZW9 J 1 222
FrameIndex XZW9 K 1 223
FrameIndex XZW9 L 1 224
FrameIndex XZW9 M 1 225
FrameIndex XZW9 N 1 226
FrameIndex XZW9 O 1 227
FrameIndex XZW9 P 1 228
FrameIndex XZW9 Q 1 229
FrameIndex XZW9 R 1 230
FrameIndex XZW9 S 1 231
FrameIndex XZW9 T 1 232
FrameIndex XZW9 U 1 233
FrameIndex XZW9 V 1 234
FrameIndex XZW9 W 1 235
//// LEFT
Model 1 "ExplodiumGun1stL_d.3d"
Offset -3 0 -2
// Still
FrameIndex XZWB A 1 0
// Deselect
FrameIndex XZWA P 1 1
FrameIndex XZWA Q 1 2
FrameIndex XZWA R 1 3
FrameIndex XZWA S 1 4
// Select
FrameIndex XZWB B 1 5
FrameIndex XZWB C 1 6
FrameIndex XZWB D 1 7
FrameIndex XZWB E 1 8
FrameIndex XZWB F 1 9
FrameIndex XZWB G 1 10
FrameIndex XZWB H 1 11
// Fire
SurfaceSkin 1 4 "ExplodiumCasing.png" // show casing
FrameIndex XZWB I 1 13
FrameIndex XZWB J 1 14
FrameIndex XZWB K 1 15
FrameIndex XZWB L 1 16
FrameIndex XZWB M 1 17
FrameIndex XZWB N 1 18
FrameIndex XZWB O 1 19
FrameIndex XZWB P 1 20
FrameIndex XZWB Q 1 21
FrameIndex XZWB R 1 22
FrameIndex XZWB S 1 23
SurfaceSkin 1 4 "" // hide casing
// Reload (Part 1)
FrameIndex XZWB T 1 25
FrameIndex XZWB U 1 26
FrameIndex XZWB V 1 27
FrameIndex XZWB W 1 28
FrameIndex XZWB X 1 29
FrameIndex XZWB Y 1 30
FrameIndex XZWB Z 1 31
FrameIndex XZWC A 1 32
FrameIndex XZWC B 1 33
FrameIndex XZWC C 1 34
FrameIndex XZWC D 1 35
FrameIndex XZWC E 1 36
FrameIndex XZWC F 1 37
FrameIndex XZWC G 1 38
FrameIndex XZWC H 1 39
FrameIndex XZWC I 1 40
// Reload (Part 1 w/ Empty Mag)
SurfaceSkin 1 5 "ExplodiumGun_EmptyMag.png" // empty mag
FrameIndex XZWC J 1 25
FrameIndex XZWC K 1 26
FrameIndex XZWC L 1 27
FrameIndex XZWC M 1 28
FrameIndex XZWC N 1 29
FrameIndex XZWC O 1 30
FrameIndex XZWC P 1 31
FrameIndex XZWC Q 1 32
FrameIndex XZWC R 1 33
FrameIndex XZWC S 1 34
FrameIndex XZWC T 1 35
FrameIndex XZWC U 1 36
FrameIndex XZWC V 1 37
FrameIndex XZWC W 1 38
FrameIndex XZWC X 1 39
FrameIndex XZWC Y 1 40
// Reload (Part 2)
SurfaceSkin 1 5 "" // hide mag
SurfaceSkin 1 6 "ExplodiumGun.png" // show new mag
FrameIndex XZWC Z 1 41
FrameIndex XZWD A 1 42
FrameIndex XZWD B 1 43
FrameIndex XZWD C 1 44
FrameIndex XZWD D 1 45
FrameIndex XZWD E 1 46
FrameIndex XZWD F 1 47
FrameIndex XZWD G 1 48
SurfaceSkin 1 6 "" // hide new mag
FrameIndex XZWD H 1 49
FrameIndex XZWD I 1 50
FrameIndex XZWD J 1 51
SurfaceSkin 1 5 "ExplodiumGun.png" // show mag
FrameIndex XZWD K 1 52
FrameIndex XZWD L 1 53
FrameIndex XZWD M 1 54
FrameIndex XZWD N 1 55
FrameIndex XZWD O 1 56
FrameIndex XZWD P 1 57
FrameIndex XZWD Q 1 58
FrameIndex XZWD R 1 59
FrameIndex XZWD S 1 60
FrameIndex XZWD T 1 61
FrameIndex XZWD U 1 62
FrameIndex XZWD V 1 63
// Slide
FrameIndex XZWD W 1 65
FrameIndex XZWD X 1 66
FrameIndex XZWD Y 1 67
FrameIndex XZWD Z 1 68
FrameIndex XZWE A 1 69
FrameIndex XZWE B 1 70
FrameIndex XZWE C 1 71
FrameIndex XZWE D 1 72
FrameIndex XZWE E 1 73
FrameIndex XZWE F 1 74
FrameIndex XZWE G 1 75
FrameIndex XZWE H 1 76
FrameIndex XZWE I 1 77
FrameIndex XZWE J 1 78
FrameIndex XZWE K 1 79
FrameIndex XZWE L 1 80
FrameIndex XZWE M 1 81
// Melee
FrameIndex XZWG T 1 177
FrameIndex XZWG U 1 178
FrameIndex XZWG V 1 179
FrameIndex XZWG W 1 180
FrameIndex XZWG X 1 181
FrameIndex XZWG Y 1 182
FrameIndex XZWG Z 1 183
FrameIndex XZWH A 1 184
FrameIndex XZWH B 1 185
FrameIndex XZWH C 1 186
FrameIndex XZWH D 1 187
FrameIndex XZWH E 1 188
FrameIndex XZWH F 1 189
// Spin Gun
FrameIndex XZWH A 1 213
FrameIndex XZWH B 1 214
FrameIndex XZWH C 1 215
FrameIndex XZWH D 1 216
FrameIndex XZWH E 1 217
FrameIndex XZWH F 1 218
FrameIndex XZWH G 1 219
FrameIndex XZWH H 1 220
FrameIndex XZWH I 1 221
FrameIndex XZWH J 1 222
FrameIndex XZWH K 1 223
FrameIndex XZWH L 1 224
FrameIndex XZWH M 1 225
FrameIndex XZWH N 1 226
FrameIndex XZWH O 1 227
FrameIndex XZWH P 1 228
FrameIndex XZWH Q 1 229
FrameIndex XZWH R 1 230
FrameIndex XZWH S 1 231
FrameIndex XZWH T 1 232
FrameIndex XZWH U 1 233
FrameIndex XZWH V 1 234
FrameIndex XZWH W 1 235
}

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@ -1573,7 +1573,13 @@ Class SWWMHandler : EventHandler
t.uid = e.Args[1];
t.type = MenuTransaction.TT_ITEMUSE;
let w = (Class<Weapon>)(item);
if ( w ) t.result = (players[e.Args[0]].PendingWeapon==Weapon(i));
if ( w )
{
t.result = (players[e.Args[0]].PendingWeapon==Weapon(i));
// dual wield gun support
if ( (i is 'ExplodiumGun') && (players[e.Args[0]].PendingWeapon==Weapon(i).SisterWeapon) )
t.result = true;
}
else t.result = rslt;
t.used = item;
t.usedup = (!i||(i.Amount<=0));

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@ -912,6 +912,7 @@ Class SWWMWeapon : Weapon abstract
Property DropAmmoType : dropammotype;
FlagDef NoFirstGive : SWeaponFlags, 0; // don't give ammo on first pickup (for weapons with a clip count)
FlagDef HideInMenu : SWeaponFlags, 1; // don't show in inventory menu (usually for sister weapons)
override bool HandlePickup( Inventory item )
{

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@ -1669,7 +1669,9 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
// alphabetically sorted inventory
for ( Inventory inv=players[consoleplayer].mo.Inv; inv; inv=inv.Inv )
{
if ( (inv.Amount <= 0) || !inv.SpawnState.ValidateSpriteFrame() || (inv is 'Key') || (inv is 'BasicArmor') || (inv is 'HexenArmor') || (inv is 'Powerup') || (inv is 'SWWMArmor') || (inv is 'SWWMGesture') || (!(inv is 'Ammo') && !(inv is 'Weapon') && !inv.bINVBAR) && !(inv is 'HammerspaceEmbiggener') && !(inv is 'SWWMCollectable') && !(inv is 'MagAmmo') ) continue;
if ( (inv.Amount <= 0) || !inv.SpawnState.ValidateSpriteFrame() || (inv is 'Key') || (inv is 'BasicArmor') || (inv is 'HexenArmor') || (inv is 'Powerup') || (inv is 'SWWMArmor') || (!(inv is 'Ammo') && !(inv is 'Weapon') && !inv.bINVBAR) && !(inv is 'HammerspaceEmbiggener') && !(inv is 'SWWMCollectable') && !(inv is 'MagAmmo') ) continue;
// no hidden weapons
if ( (inv is 'SWWMWeapon') && SWWMWeapon(inv).bHIDEINMENU ) continue;
String tag = inv.GetTag();
bool greater = false;
for ( int i=0; i<invlist.Size(); i++ )
@ -1841,7 +1843,9 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
// alphabetically sorted inventory
for ( Inventory inv=players[consoleplayer].mo.Inv; inv; inv=inv.Inv )
{
if ( (inv.Amount <= 0) || !inv.SpawnState.ValidateSpriteFrame() || (inv is 'Key') || (inv is 'BasicArmor') || (inv is 'HexenArmor') || (inv is 'Powerup') || (inv is 'SWWMArmor') || (inv is 'SWWMGesture') || (!(inv is 'Ammo') && !(inv is 'Weapon') && !inv.bINVBAR) && !(inv is 'HammerspaceEmbiggener') && !(inv is 'SWWMCollectable') && !(inv is 'MagAmmo') ) continue;
if ( (inv.Amount <= 0) || !inv.SpawnState.ValidateSpriteFrame() || (inv is 'Key') || (inv is 'BasicArmor') || (inv is 'HexenArmor') || (inv is 'Powerup') || (inv is 'SWWMArmor') || (!(inv is 'Ammo') && !(inv is 'Weapon') && !inv.bINVBAR) && !(inv is 'HammerspaceEmbiggener') && !(inv is 'SWWMCollectable') && !(inv is 'MagAmmo') ) continue;
// no hidden weapons
if ( (inv is 'SWWMWeapon') && SWWMWeapon(inv).bHIDEINMENU ) continue;
String tag = inv.GetTag();
bool greater = false;
for ( int i=0; i<invlist.Size(); i++ )

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@ -279,8 +279,12 @@ Class Demolitionist : PlayerPawn
// preloaded gun
let eg = ExplodiumGun(FindInventory("ExplodiumGun"));
if ( !eg ) return;
eg.clipcount = 7;
eg.clipcount = eg.default.clipcount;
eg.chambered = true;
let eg2 = DualExplodiumGun(eg.SisterWeapon);
if ( !eg2 ) return;
eg2.clipcount = eg2.default.clipcount;
eg2.chambered = true;
}
override void ClearInventory()
{
@ -2492,6 +2496,7 @@ Class SWWMGesture : SWWMWeapon
{
+WEAPON.CHEATNOTWEAPON;
+WEAPON.WIMPY_WEAPON;
+SWWMWEAPON.HIDEINMENU;
+INVENTORY.UNDROPPABLE;
+INVENTORY.UNTOSSABLE;
+INVENTORY.UNCLEARABLE;

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@ -296,6 +296,7 @@ Class ExplodiumGun : SWWMWeapon
{
int clipcount;
bool chambered;
bool preinit;
transient ui TextureID WeaponBox;
transient ui Font TewiFont;
@ -310,6 +311,38 @@ Class ExplodiumGun : SWWMWeapon
Screen.DrawText(TewiFont,Font.CR_FIRE,bx-19,by-14,String.Format("%d",max(clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
}
override bool HandlePickup( Inventory item )
{
if ( (item.GetClass() == 'ExplodiumGun') && !item.ShouldStay() )
{
if ( (Amount+item.Amount > MaxAmount) && (Stamina > 0) )
{
// sell excess
int sellprice = int(Stamina*.5);
SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2),Font.CR_GOLD);
SWWMCredits.Give(Owner.player,sellprice);
if ( Owner.player )
Console.Printf(StringTable.Localize("$SWWM_SELLEXTRA"),Owner.player.GetUserName(),GetTag(),sellprice);
item.bPickupGood = true;
}
// give a spare
if ( Amount < MaxAmount )
{
Amount++;
// if the gun has status info, override our sister
let eg = ExplodiumGun(item);
if ( eg && eg.preinit )
{
DualExplodiumGun(SisterWeapon).chambered = eg.chambered;
DualExplodiumGun(SisterWeapon).clipcount = eg.clipcount;
}
item.bPickupGood = true;
}
return true;
}
return Weapon.HandlePickup(item);
}
action void A_Schutt()
{
let weap = Weapon(invoker);
@ -440,6 +473,40 @@ Class ExplodiumGun : SWWMWeapon
return true;
}
override bool Use( bool pickup )
{
// switch to dual if already selected
if ( Owner.player && (Owner.player.ReadyWeapon == self) && (Amount > 1) )
{
Owner.player.PendingWeapon = SisterWeapon;
return false;
}
return Super.Use(pickup);
}
override Inventory CreateTossable (int amt)
{
let copy = ExplodiumGun(Inventory.CreateTossable(1));
if ( !copy ) return null;
// destroy sister weapon if we're removing ourselves
if ( copy == self )
{
if ( SisterWeapon )
{
SisterWeapon.SisterWeapon = null;
SisterWeapon.Destroy();
}
}
else if ( SisterWeapon )
{
// pass sister's clipcount and chamber status to copy
copy.chambered = DualExplodiumGun(SisterWeapon).chambered;
copy.clipcount = DualExplodiumGun(SisterWeapon).clipcount;
copy.preinit = true; // signal that this copy has preset info
}
return copy;
}
Default
{
Tag "$T_EXPLODIUM";
@ -449,9 +516,9 @@ Class ExplodiumGun : SWWMWeapon
Weapon.UpSound "explodium/select";
Weapon.SlotNumber 2;
Weapon.SelectionOrder 1000;
//Weapon.SlotPriority 1.;
//Inventory.MaxAmount 2;
//Weapon.SisterWeapon "DualExplodiumGun";
Weapon.SlotPriority 1.;
Inventory.MaxAmount 2;
Weapon.SisterWeapon "DualExplodiumGun";
Stamina 8000;
ExplodiumGun.ClipCount 7;
+WEAPON.EXPLOSIVE;
@ -609,10 +676,162 @@ Class ExplodiumGun : SWWMWeapon
}
}
// TODO Dual Explodium Guns (eventually)
/*
Class DualExplodiumGun : ExplodiumGun
// Dual Explodium Guns
Class DualExplodiumGun : SWWMWeapon
{
int clipcount;
bool chambered;
transient ui TextureID WeaponBox;
transient ui Font TewiFont;
Property ClipCount : ClipCount;
override void DrawWeapon( double TicFrac, double bx, double by, Vector2 hs, Vector2 ss )
{
if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/DualExplodiumDisplay.png",TexMan.Type_Any);
if ( !TewiFont ) TewiFont = Font.GetFont('TewiShaded');
Screen.DrawTexture(WeaponBox,false,bx-48,by-22,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
if ( ExplodiumGun(SisterWeapon).chambered ) Screen.DrawText(TewiFont,Font.CR_FIRE,bx-22,by-21,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1);
Screen.DrawText(TewiFont,Font.CR_FIRE,bx-19,by-14,String.Format("%d",max(ExplodiumGun(SisterWeapon).clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
if ( chambered ) Screen.DrawText(TewiFont,Font.CR_FIRE,bx-46,by-21,"⁺¹",DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Spacing,-1);
Screen.DrawText(TewiFont,Font.CR_FIRE,bx-43,by-14,String.Format("%d",max(clipcount,0)),DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
}
action void A_LeftFlash( StateLabel flashlabel = null )
{
if ( !player || !player.ReadyWeapon )
return;
Weapon weap = player.ReadyWeapon;
State flashstate = null;
if ( !flashlabel )
{
if ( weap.bAltFire )
flashstate = weap.FindState('LeftAltFlash');
if ( !flashstate )
flashstate = weap.FindState('LeftFlash');
}
else flashstate = weap.FindState(flashlabel);
player.SetPSprite(PSP_FLASH+1,flashstate);
A_OverlayFlags(PSP_FLASH+1,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
A_OverlayRenderStyle(PSP_FLASH+1,STYLE_Add);
}
action void A_Schutt( int side = 1 )
{
let weap = Weapon(invoker);
if ( !weap ) return;
if ( side == 1 )
{
ExplodiumGun(invoker.SisterWeapon).chambered = ExplodiumGun(invoker.SisterWeapon).clipcount;
ExplodiumGun(invoker.SisterWeapon).clipcount = max(ExplodiumGun(invoker.SisterWeapon).clipcount-1,0);
}
else if ( side == -1 )
{
invoker.chambered = invoker.clipcount;
invoker.clipcount = max(invoker.clipcount-1,0);
}
A_StartSound("explodium/fire",CHAN_WEAPON,CHANF_OVERLAP);
A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.5);
A_ZoomFactor(.96,ZOOM_INSTANT);
A_ZoomFactor(1.);
if ( side == 1 )
A_SWWMFlash("Flash");
else if ( side == -1 )
A_LeftFlash("LeftFlash");
SWWMHandler.DoFlash(self,Color(64,255,224,64),3);
A_AlertMonsters(5000);
A_PlayerFire();
Vector3 x, y, z, x2, y2, z2;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
SWWMUtility.DoKnockback(self,-x,4000.);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3.5*side*y-2*z);
double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.002);
[x2, y2, z2] = swwm_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|TRF_NOSKY,origin.z,origin.x,origin.y,d);
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2);
if ( d.HitType == TRACE_HitActor )
{
int dmg = 25;
SWWMUtility.DoKnockback(d.HitActor,d.HitDir,48000);
dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Explodium',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
if ( d.HitActor.bNOBLOOD || d.HitActor.bINVULNERABLE )
{
let p = Spawn("SWWMBulletImpact",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);
}
let b = Spawn("ExplodiumBulletImpact",d.HitLocation-d.HitDir*4.);
b.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
b.pitch = asin(d.HitDir.z);
b.target = self;
}
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("SWWMBulletImpact",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);
let b = Spawn("ExplodiumBulletImpact",d.HitLocation+hitnormal*4.);
b.angle = atan2(hitnormal.y,hitnormal.x);
b.pitch = asin(-hitnormal.z);
b.target = self;
}
for ( int i=0; i<6; i++ )
{
let s = Spawn("SWWMViewSmoke",origin);
SWWMViewSmoke(s).ofs = (15,5*side,-3);
s.target = self;
s.alpha *= 0.5;
}
}
action void A_DropMag( int side = 1 )
{
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*side*y-10*z);
let c = Spawn("ExplodiumMag",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.5,.5)+y*side*FRandom[Junk](-1.2,.3)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
action void A_DropCasing( int side = 1 )
{
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*side*y-10*z);
let c = Spawn("ExplodiumCasing",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.5,.5)+y*side*FRandom[Junk](2,4)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
{
if ( (firemode == PrimaryFire) || (firemode == AltFire) )
@ -620,11 +839,296 @@ Class DualExplodiumGun : ExplodiumGun
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
override bool ReportHUDAmmo()
{
return true;
}
override Inventory CreateTossable( int amt )
{
// disallow dropping if weapon isn't ready for switching
if ( (Owner.player.ReadyWeapon == self) && (!(Owner.player.WeaponState&WF_WEAPONSWITCHOK) || (Owner.player.WeaponState&WF_DISABLESWITCH)) )
return null;
// forcibly switch back to sister weapon
if ( Owner.player.ReadyWeapon == self )
{
Owner.player.ReadyWeapon = SisterWeapon;
Owner.player.SetPSprite(PSP_WEAPON,SisterWeapon.FindState("Ready"));
Owner.player.SetPSprite(PSP_WEAPON+1,null); // delete left weapon psprite
}
// call toss on sister
return SisterWeapon.CreateTossable(amt);
}
Default
{
Tag "$T_EXPLODIUM2";
Obituary "$O_EXPLODIUM";
Inventory.Icon "graphics/HUD/Icons/W_ExplodiumGun2.png";
Weapon.UpSound "explodium/select";
Weapon.SisterWeapon "ExplodiumGun";
Weapon.SlotPriority 2.;
Weapon.SlotNumber 2;
Weapon.SelectionOrder 950;
Weapon.SlotPriority 2.;
DualExplodiumGun.ClipCount 7;
+WEAPON.EXPLOSIVE;
+SWWMWEAPON.HIDEINMENU;
}
}*/
States
{
Select:
XZW2 B 2 A_FullRaise();
XZW2 C 2;
XZW2 D 2 { player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftSelect")); }
XZW2 EFGHAA 2;
Goto Ready;
LeftSelect:
XZWB BCDEFGH 2;
Goto LeftReady;
Ready:
XZW2 A 1
{
let sis = player.FindPSprite(PSP_WEAPON+1);
if ( !sis )
{
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReady"));
sis = player.FindPSprite(PSP_WEAPON+1);
}
if ( sis.CurState.InStateSequence(ResolveState("LeftReady")) )
{
if ( (ExplodiumGun(invoker.SisterWeapon).clipcount <= 0) && !ExplodiumGun(invoker.SisterWeapon).chambered )
player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else if ( (ExplodiumGun(invoker.SisterWeapon).clipcount > 0) && !ExplodiumGun(invoker.SisterWeapon).chambered )
player.SetPSprite(PSP_WEAPON,ResolveState("PreSlide"));
else if ( (invoker.clipcount <= 0) && !invoker.chambered )
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
else if ( (invoker.clipcount > 0) && !invoker.chambered )
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftPreSlide"));
else if ( (player.cmd.buttons&BT_RELOAD) && (ExplodiumGun(invoker.SisterWeapon).clipcount < ExplodiumGun(invoker.SisterWeapon).default.clipcount) )
player.SetPSprite(PSP_WEAPON,ResolveState("Reload"));
else if ( (player.cmd.buttons&BT_RELOAD) && (invoker.clipcount < invoker.default.clipcount) )
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftReload"));
else A_WeaponReady(WRF_ALLOWZOOM|WRF_ALLOWUSER1);
}
else
{
int flg = WRF_NOSWITCH|WRF_NOSECONDARY;
if ( !ExplodiumGun(invoker.SisterWeapon).chambered )
flg |= WRF_NOPRIMARY;
A_WeaponReady(flg);
}
}
Wait;
LeftReady:
XZWB A 1
{
if ( player.cmd.buttons&BT_ALTATTACK && invoker.chambered )
player.SetPSprite(PSP_WEAPON+1,ResolveState("LeftFire"));
}
Wait;
Fire:
XZW2 A 1 A_Schutt();
XZW2 IJKLMNOPQR 1;
XZW2 S 2 A_DropCasing();
Goto Ready;
LeftFire:
XZWB A 1 A_Schutt(-1);
XZWB IJKLMNOPQR 1;
XZWB S 2 A_DropCasing(-1);
Goto LeftReady;
Lower:
XZW2 A 2;
XZW7 TUV 2;
XZW7 W -1;
Stop;
LeftLower:
XZWB A 2;
XZWG TUV 2;
XZWG W -1;
Stop;
Raise:
XZW7 WVUT 2;
XZW2 A 1;
Goto Ready;
LeftRaise:
XZWG WVUT 2;
XZWB A 1;
Goto LeftReady;
Reload:
XZW2 A 9 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); }
XZW2 A 1
{
A_PlayerReload();
if ( ExplodiumGun(invoker.SisterWeapon).clipcount <= 0 ) return ResolveState("ReloadEmpty");
return ResolveState(null);
}
XZW2 TUVWXYZ 1;
XZW3 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 B 1 { ExplodiumGun(invoker.SisterWeapon).clipcount = 0; }
XZW3 C 1;
XZW3 D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 EFGH 1;
XZW3 I 1 A_DropMag();
Goto ReloadEnd;
ReloadEmpty:
XZW2 A 1;
XZW3 JKLMNOP 1;
XZW3 Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW3 RS 1;
XZW3 T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZW3 UVWX 1;
XZW3 Y 1 A_DropMag();
Goto ReloadEnd;
ReloadEnd:
XZW3 Z 1;
XZW4 ABCDE 1;
XZW4 F 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZW4 GHIJKLMNOPQ 1;
XZW4 R 1
{
A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP);
ExplodiumGun(invoker.SisterWeapon).clipcount = ExplodiumGun(invoker.SisterWeapon).default.clipcount;
}
XZW4 STUV 1;
XZW2 A 0 A_JumpIf(!ExplodiumGun(invoker.SisterWeapon).chambered,"Slide");
XZW2 A 9 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise")); }
Goto Ready;
PreSlide:
XZW2 A 9 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftLower")); }
Slide:
XZW2 A 1;
XZW4 WXY 1;
XZW5 A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZW5 BC 1;
XZW5 D 1
{
ExplodiumGun(invoker.SisterWeapon).chambered = true;
ExplodiumGun(invoker.SisterWeapon).clipcount--;
}
XZW5 EFG 1;
XZW5 H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 IJKLM 1;
XZW2 A 9 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftRaise")); }
Goto Ready;
LeftReload:
XZWB A 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
XZWB A 1
{
A_PlayerReload();
if ( invoker.clipcount <= 0 ) return ResolveState("LeftReloadEmpty");
return ResolveState(null);
}
XZWB TUVWXYZ 1;
XZWC A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWC B 1 { invoker.clipcount = 0; }
XZWC C 1;
XZWC D 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWC EFGH 1;
XZWC I 1 A_DropMag(-1);
Goto LeftReloadEnd;
LeftReloadEmpty:
XZWB A 1;
XZWC JKLMNOP 1;
XZWC Q 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWC RS 1;
XZWC T 1 A_StartSound("explodium/magout",CHAN_WEAPON,CHANF_OVERLAP);
XZWC UVWX 1;
XZWC Y 1 A_DropMag(-1);
Goto LeftReloadEnd;
LeftReloadEnd:
XZWC Z 1;
XZWD ABCDE 1;
XZWD F 1 A_StartSound("explodium/magin",CHAN_WEAPON,CHANF_OVERLAP);
XZWD GHIJKLMNOPQ 1;
XZWD R 1
{
A_StartSound("explodium/jamitin",CHAN_WEAPON,CHANF_OVERLAP);
invoker.clipcount = invoker.default.clipcount;
}
XZWD STUV 1;
XZWB A 0 A_JumpIf(!invoker.chambered,"LeftSlide");
XZWB A 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Raise")); }
Goto LeftReady;
LeftPreSlide:
XZWB A 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Lower")); }
LeftSlide:
XZWB A 1;
XZWD WXY 1;
XZWE A 1 A_StartSound("explodium/slideback",CHAN_WEAPON,CHANF_OVERLAP,.3);
XZWE BC 1;
XZWE D 1
{
invoker.chambered = true;
invoker.clipcount--;
}
XZWE EFG 1;
XZWE H 1 A_StartSound("explodium/slideforward",CHAN_WEAPON,CHANF_OVERLAP);
XZWE IJKLM 1;
XZWB A 9 { player.SetPSPrite(PSP_WEAPON,ResolveState("Raise")); }
Goto LeftReady;
Zoom:
XZW2 A 1 A_StartSound("explodium/speen",CHAN_WEAPON,CHANF_OVERLAP);
XZW9 ABCDEFG 1;
XZW9 H 1 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftZoom")); }
XZW9 IJKLMNOPQRSTUVW 1;
XZW2 A 9;
Goto Ready;
LeftZoom:
XZWB A 1;
XZWH ABCDEFGHIJKLMNOPQRSTUVW 1;
Goto LeftReady;
User1:
XZW2 A 1 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftUser1")); }
XZW7 TU 1;
User1Hold:
XZW7 V 1
{
A_PlayerMelee(true);
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
A_Parry(9);
}
XZW7 WX 1;
XZW7 Y 1 A_Melee();
XZW7 Z 2;
XZW8 ABCDE 2;
XZW8 F 1 A_JumpIf(player.cmd.buttons&BT_USER1,"User1Hold");
XZW2 B 0 { invoker.PlayUpSound(self); player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftSelect")); }
Goto Select;
LeftUser1:
XZWB A 1;
XZWG TUV 1;
XZWB B -1;
Stop;
Deselect:
XZW2 A 2 A_StartSound("explodium/deselect",CHAN_WEAPON,CHANF_OVERLAP);
XZWA T 2;
XZWA U 2 { player.SetPSPrite(PSP_WEAPON+1,ResolveState("LeftDeselect")); }
XZWA VW 2;
XZW2 BBB 2;
XZW2 B -1 A_FullLower();
Stop;
LeftDeselect:
XZWB A 2;
XZWA PQRS 2;
XZWB B 2;
Stop;
Flash:
XZWZ A 2
{
let psp = player.GetPSprite(PSP_FLASH);
psp.frame = Random[GunFlash](0,9);
let l = Spawn("SWWMWeaponLight",pos);
l.target = self;
}
Stop;
LeftFlash:
XZWZ K 2
{
let psp = player.GetPSprite(PSP_FLASH+1);
psp.frame = Random[GunFlash](10,19);
let l = Spawn("SWWMWeaponLight",pos);
l.target = self;
}
Stop;
}
}