0.9.4b release: Dual Explodium Guns.
This commit is contained in:
parent
a8a74556a8
commit
2ddf41d16d
13 changed files with 908 additions and 14 deletions
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@ -1573,7 +1573,13 @@ Class SWWMHandler : EventHandler
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t.uid = e.Args[1];
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t.type = MenuTransaction.TT_ITEMUSE;
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let w = (Class<Weapon>)(item);
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if ( w ) t.result = (players[e.Args[0]].PendingWeapon==Weapon(i));
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if ( w )
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{
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t.result = (players[e.Args[0]].PendingWeapon==Weapon(i));
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// dual wield gun support
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if ( (i is 'ExplodiumGun') && (players[e.Args[0]].PendingWeapon==Weapon(i).SisterWeapon) )
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t.result = true;
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}
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else t.result = rslt;
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t.used = item;
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t.usedup = (!i||(i.Amount<=0));
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@ -912,6 +912,7 @@ Class SWWMWeapon : Weapon abstract
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Property DropAmmoType : dropammotype;
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FlagDef NoFirstGive : SWeaponFlags, 0; // don't give ammo on first pickup (for weapons with a clip count)
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FlagDef HideInMenu : SWeaponFlags, 1; // don't show in inventory menu (usually for sister weapons)
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override bool HandlePickup( Inventory item )
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{
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@ -1669,7 +1669,9 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
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// alphabetically sorted inventory
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for ( Inventory inv=players[consoleplayer].mo.Inv; inv; inv=inv.Inv )
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{
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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;
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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;
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// no hidden weapons
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if ( (inv is 'SWWMWeapon') && SWWMWeapon(inv).bHIDEINMENU ) continue;
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String tag = inv.GetTag();
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bool greater = false;
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for ( int i=0; i<invlist.Size(); i++ )
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@ -1841,7 +1843,9 @@ Class SWWMKnowledgeBaseMenu : GenericMenu
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// alphabetically sorted inventory
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for ( Inventory inv=players[consoleplayer].mo.Inv; inv; inv=inv.Inv )
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{
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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;
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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;
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// no hidden weapons
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if ( (inv is 'SWWMWeapon') && SWWMWeapon(inv).bHIDEINMENU ) continue;
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String tag = inv.GetTag();
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bool greater = false;
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for ( int i=0; i<invlist.Size(); i++ )
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@ -279,8 +279,12 @@ Class Demolitionist : PlayerPawn
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// preloaded gun
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let eg = ExplodiumGun(FindInventory("ExplodiumGun"));
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if ( !eg ) return;
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eg.clipcount = 7;
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eg.clipcount = eg.default.clipcount;
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eg.chambered = true;
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let eg2 = DualExplodiumGun(eg.SisterWeapon);
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if ( !eg2 ) return;
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eg2.clipcount = eg2.default.clipcount;
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eg2.chambered = true;
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}
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override void ClearInventory()
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{
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@ -2492,6 +2496,7 @@ Class SWWMGesture : SWWMWeapon
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{
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+WEAPON.CHEATNOTWEAPON;
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+WEAPON.WIMPY_WEAPON;
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+SWWMWEAPON.HIDEINMENU;
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+INVENTORY.UNDROPPABLE;
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+INVENTORY.UNTOSSABLE;
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+INVENTORY.UNCLEARABLE;
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@ -296,6 +296,7 @@ Class ExplodiumGun : SWWMWeapon
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{
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int clipcount;
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bool chambered;
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bool preinit;
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transient ui TextureID WeaponBox;
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transient ui Font TewiFont;
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@ -310,6 +311,38 @@ Class ExplodiumGun : SWWMWeapon
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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);
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}
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override bool HandlePickup( Inventory item )
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{
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if ( (item.GetClass() == 'ExplodiumGun') && !item.ShouldStay() )
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{
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if ( (Amount+item.Amount > MaxAmount) && (Stamina > 0) )
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{
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// sell excess
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int sellprice = int(Stamina*.5);
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SWWMScoreObj.Spawn(sellprice,Owner.Vec3Offset(FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8),FRandom[ScoreBits](-8,8)+Owner.Height/2),Font.CR_GOLD);
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SWWMCredits.Give(Owner.player,sellprice);
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if ( Owner.player )
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Console.Printf(StringTable.Localize("$SWWM_SELLEXTRA"),Owner.player.GetUserName(),GetTag(),sellprice);
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item.bPickupGood = true;
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}
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// give a spare
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if ( Amount < MaxAmount )
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{
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Amount++;
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// if the gun has status info, override our sister
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let eg = ExplodiumGun(item);
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if ( eg && eg.preinit )
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{
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DualExplodiumGun(SisterWeapon).chambered = eg.chambered;
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DualExplodiumGun(SisterWeapon).clipcount = eg.clipcount;
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}
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item.bPickupGood = true;
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}
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return true;
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}
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return Weapon.HandlePickup(item);
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}
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action void A_Schutt()
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{
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let weap = Weapon(invoker);
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@ -440,6 +473,40 @@ Class ExplodiumGun : SWWMWeapon
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return true;
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}
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override bool Use( bool pickup )
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{
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// switch to dual if already selected
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if ( Owner.player && (Owner.player.ReadyWeapon == self) && (Amount > 1) )
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{
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Owner.player.PendingWeapon = SisterWeapon;
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return false;
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}
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return Super.Use(pickup);
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}
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override Inventory CreateTossable (int amt)
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{
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let copy = ExplodiumGun(Inventory.CreateTossable(1));
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if ( !copy ) return null;
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// destroy sister weapon if we're removing ourselves
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if ( copy == self )
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{
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if ( SisterWeapon )
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{
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SisterWeapon.SisterWeapon = null;
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SisterWeapon.Destroy();
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}
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}
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else if ( SisterWeapon )
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{
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// pass sister's clipcount and chamber status to copy
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copy.chambered = DualExplodiumGun(SisterWeapon).chambered;
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copy.clipcount = DualExplodiumGun(SisterWeapon).clipcount;
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copy.preinit = true; // signal that this copy has preset info
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}
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return copy;
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}
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Default
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{
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Tag "$T_EXPLODIUM";
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@ -449,9 +516,9 @@ Class ExplodiumGun : SWWMWeapon
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Weapon.UpSound "explodium/select";
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Weapon.SlotNumber 2;
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Weapon.SelectionOrder 1000;
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//Weapon.SlotPriority 1.;
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//Inventory.MaxAmount 2;
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//Weapon.SisterWeapon "DualExplodiumGun";
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Weapon.SlotPriority 1.;
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Inventory.MaxAmount 2;
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Weapon.SisterWeapon "DualExplodiumGun";
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Stamina 8000;
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ExplodiumGun.ClipCount 7;
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+WEAPON.EXPLOSIVE;
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@ -609,10 +676,162 @@ Class ExplodiumGun : SWWMWeapon
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}
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}
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// TODO Dual Explodium Guns (eventually)
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/*
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Class DualExplodiumGun : ExplodiumGun
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// Dual Explodium Guns
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Class DualExplodiumGun : SWWMWeapon
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{
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int clipcount;
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bool chambered;
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transient ui TextureID WeaponBox;
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transient ui Font TewiFont;
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Property ClipCount : ClipCount;
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override void DrawWeapon( double TicFrac, double bx, double by, Vector2 hs, Vector2 ss )
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{
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if ( !WeaponBox ) WeaponBox = TexMan.CheckForTexture("graphics/HUD/DualExplodiumDisplay.png",TexMan.Type_Any);
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if ( !TewiFont ) TewiFont = Font.GetFont('TewiShaded');
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Screen.DrawTexture(WeaponBox,false,bx-48,by-22,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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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);
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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);
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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);
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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);
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}
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action void A_LeftFlash( StateLabel flashlabel = null )
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{
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if ( !player || !player.ReadyWeapon )
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return;
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Weapon weap = player.ReadyWeapon;
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State flashstate = null;
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if ( !flashlabel )
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{
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if ( weap.bAltFire )
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flashstate = weap.FindState('LeftAltFlash');
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if ( !flashstate )
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flashstate = weap.FindState('LeftFlash');
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}
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else flashstate = weap.FindState(flashlabel);
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player.SetPSprite(PSP_FLASH+1,flashstate);
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A_OverlayFlags(PSP_FLASH+1,PSPF_RENDERSTYLE|PSPF_FORCESTYLE,true);
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A_OverlayRenderStyle(PSP_FLASH+1,STYLE_Add);
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}
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action void A_Schutt( int side = 1 )
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{
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let weap = Weapon(invoker);
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if ( !weap ) return;
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if ( side == 1 )
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{
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ExplodiumGun(invoker.SisterWeapon).chambered = ExplodiumGun(invoker.SisterWeapon).clipcount;
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ExplodiumGun(invoker.SisterWeapon).clipcount = max(ExplodiumGun(invoker.SisterWeapon).clipcount-1,0);
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}
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else if ( side == -1 )
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{
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invoker.chambered = invoker.clipcount;
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invoker.clipcount = max(invoker.clipcount-1,0);
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}
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A_StartSound("explodium/fire",CHAN_WEAPON,CHANF_OVERLAP);
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A_QuakeEx(5,5,5,3,0,10,"",QF_RELATIVE|QF_SCALEDOWN,rollIntensity:1.5);
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A_ZoomFactor(.96,ZOOM_INSTANT);
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A_ZoomFactor(1.);
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if ( side == 1 )
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A_SWWMFlash("Flash");
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else if ( side == -1 )
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A_LeftFlash("LeftFlash");
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SWWMHandler.DoFlash(self,Color(64,255,224,64),3);
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A_AlertMonsters(5000);
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A_PlayerFire();
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Vector3 x, y, z, x2, y2, z2;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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SWWMUtility.DoKnockback(self,-x,4000.);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3.5*side*y-2*z);
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double a = FRandom[Spread](0,360), s = FRandom[Spread](0,.002);
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[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
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Vector3 dir = (x2+y2*cos(a)*s+z2*sin(a)*s).unit();
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FLineTraceData d;
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LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
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SWWMBulletTrail.DoTrail(self,origin,dir,10000,2);
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if ( d.HitType == TRACE_HitActor )
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{
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int dmg = 25;
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SWWMUtility.DoKnockback(d.HitActor,d.HitDir,48000);
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dmg = d.HitActor.DamageMobj(invoker,self,dmg,'Explodium',DMG_USEANGLE|DMG_THRUSTLESS,atan2(d.HitDir.y,d.HitDir.x));
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if ( d.HitActor.bNOBLOOD || d.HitActor.bINVULNERABLE )
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{
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let p = Spawn("SWWMBulletImpact",d.HitLocation);
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p.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
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p.pitch = asin(d.HitDir.z);
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}
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else
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{
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d.HitActor.TraceBleed(dmg,self);
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d.HitActor.SpawnBlood(d.HitLocation,atan2(d.HitDir.y,d.HitDir.x)+180,dmg);
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}
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let b = Spawn("ExplodiumBulletImpact",d.HitLocation-d.HitDir*4.);
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b.angle = atan2(d.HitDir.y,d.HitDir.x)+180;
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b.pitch = asin(d.HitDir.z);
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b.target = self;
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}
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else if ( d.HitType != TRACE_HitNone )
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{
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Vector3 hitnormal = -d.HitDir;
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if ( d.HitType == TRACE_HitFloor )
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{
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if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
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else hitnormal = d.HitSector.floorplane.Normal;
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}
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else if ( d.HitType == TRACE_HitCeiling )
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{
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if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
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else hitnormal = d.HitSector.ceilingplane.Normal;
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}
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else if ( d.HitType == TRACE_HitWall )
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{
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hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
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if ( !d.LineSide ) hitnormal *= -1;
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}
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let p = Spawn("SWWMBulletImpact",d.HitLocation+hitnormal*0.01);
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p.angle = atan2(hitnormal.y,hitnormal.x);
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p.pitch = asin(-hitnormal.z);
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if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
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let b = Spawn("ExplodiumBulletImpact",d.HitLocation+hitnormal*4.);
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b.angle = atan2(hitnormal.y,hitnormal.x);
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b.pitch = asin(-hitnormal.z);
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b.target = self;
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}
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for ( int i=0; i<6; i++ )
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{
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let s = Spawn("SWWMViewSmoke",origin);
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SWWMViewSmoke(s).ofs = (15,5*side,-3);
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s.target = self;
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s.alpha *= 0.5;
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}
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}
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action void A_DropMag( int side = 1 )
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{
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-2*side*y-10*z);
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let c = Spawn("ExplodiumMag",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-.5,.5)+y*side*FRandom[Junk](-1.2,.3)-(0,0,FRandom[Junk](2,3));
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c.vel += vel*.5;
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}
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action void A_DropCasing( int side = 1 )
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{
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Vector3 x, y, z;
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[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
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Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+8*side*y-10*z);
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let c = Spawn("ExplodiumCasing",origin);
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c.angle = angle;
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c.pitch = pitch;
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c.vel = x*FRandom[Junk](-.5,.5)+y*side*FRandom[Junk](2,4)-(0,0,FRandom[Junk](2,3));
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c.vel += vel*.5;
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}
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override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
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{
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if ( (firemode == PrimaryFire) || (firemode == AltFire) )
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@ -620,11 +839,296 @@ Class DualExplodiumGun : ExplodiumGun
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return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
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}
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override bool ReportHUDAmmo()
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{
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return true;
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}
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override Inventory CreateTossable( int amt )
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{
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// disallow dropping if weapon isn't ready for switching
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if ( (Owner.player.ReadyWeapon == self) && (!(Owner.player.WeaponState&WF_WEAPONSWITCHOK) || (Owner.player.WeaponState&WF_DISABLESWITCH)) )
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return null;
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// forcibly switch back to sister weapon
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if ( Owner.player.ReadyWeapon == self )
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{
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Owner.player.ReadyWeapon = SisterWeapon;
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Owner.player.SetPSprite(PSP_WEAPON,SisterWeapon.FindState("Ready"));
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Owner.player.SetPSprite(PSP_WEAPON+1,null); // delete left weapon psprite
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}
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// call toss on sister
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return SisterWeapon.CreateTossable(amt);
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}
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Default
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{
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Tag "$T_EXPLODIUM2";
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Obituary "$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;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue