Dakka progress continues. More tomorrow.
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8 changed files with 497 additions and 16 deletions
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@ -20,15 +20,38 @@ extend Class HeavyMahSheenGun
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else if ( firespeed == 1 ) for ( int i=0; i<3; i++ ) Screen.DrawTexture(SpeedTex,false,bx-21,(by-14)+i*4,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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else if ( firespeed == 2 ) for ( int i=0; i<5; i++ ) Screen.DrawTexture(SpeedTex,false,bx-21,(by-14)+i*2,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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// TODO heat bar
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if ( fired )
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Screen.DrawText(NewConsoleFont,Font.CR_RED,64,64,String.Format("heat: %g\nshake: %g\nspread: %g\ntimer: %d",barrelheat,vibrate,aimerror,firetimer?((gametic-firetimer)/GameTicRate):0));
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bool isfired = !!fired;
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double firefact = 0.;
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if ( firespeed == 0 )
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{
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Screen.DrawTexture(BulletTex[1],false,bx-15,(by-10)-4*TicFrac,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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if ( Ammo1.Amount <= 0 ) return;
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Screen.DrawTexture(BulletTex[0],false,bx-15,(by-14)-4*TicFrac,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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isfired = isfired&&((fired+7)>=gametic);
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firefact = clamp((gametic+TicFrac)-fired,0.,7.)/7.;
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}
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else for ( int i=0; i<2; i++ )
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else if ( firespeed == 1 )
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{
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if ( Ammo1.Amount <= i ) break;
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isfired = isfired&&((fired+3)>=gametic);
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firefact = clamp((gametic+TicFrac)-fired,0.,3.)/3.;
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}
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else if ( firespeed == 2 )
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{
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isfired = isfired&&((fired+1)>=gametic);
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firefact = TicFrac;
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}
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bool infammo = (sv_infiniteammo||Owner.FindInventory('PowerInfiniteAmmo',true));
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if ( isfired )
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{
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Screen.DrawTexture(BulletTex[1],false,bx-15,(by-10)-4*firefact,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_Alpha,1.-firefact);
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for ( int i=0; i<2; i++ )
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{
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if ( !infammo && (Ammo1.Amount <= i) ) break;
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Screen.DrawTexture(BulletTex[0],false,bx-15,(by-6)-4*firefact+i*4,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true,DTA_ClipBottom,int((by-2)*hs),DTA_Alpha,(i==0)?1.:firefact);
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}
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return;
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}
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for ( int i=0; i<2; i++ )
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{
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if ( !infammo && (Ammo1.Amount <= i) ) break;
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Screen.DrawTexture(BulletTex[0],false,bx-15,(by-10)+i*4,DTA_VirtualWidthF,ss.x,DTA_VirtualHeightF,ss.y,DTA_KeepRatio,true);
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}
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}
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@ -3,10 +3,90 @@
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Class HeavyMahSheenGun : SWWMWeapon
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{
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bool fired;
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int fired;
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int firespeed;
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double barrelheat;
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bool incooldown;
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double barrelheat, aimerror, vibrate;
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bool incooldown, stopfire, firstshot;
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int firetimer;
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action void A_SheenFire()
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{
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invoker.stopfire = ((invoker.Ammo1.Amount<=1)||!(player.cmd.buttons&BT_ATTACK)||(player.Health<=0));
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invoker.barrelheat = invoker.barrelheat*(1.025-invoker.firespeed*.008)+3.-(invoker.firespeed**.8)*1.35;
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invoker.aimerror = min(1.,invoker.aimerror*1.01+.01+invoker.firespeed*.01);
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if ( invoker.firespeed == 1 )
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{
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A_StartSound("sheen/700rpm",CHAN_WEAPONEXTRA,CHANF_LOOPING,attenuation:.5);
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invoker.vibrate = .25;
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A_Overlay(-9999,"EjectRound3");
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SWWMUtility.AchievementProgress("dakka",(gametic-invoker.firetimer)/GameTicRate,player);
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}
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else if ( invoker.firespeed == 2 )
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{
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A_StartSound("sheen/2100rpm",CHAN_WEAPONEXTRA,CHANF_LOOPING,attenuation:.4);
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invoker.vibrate = min(1.,invoker.vibrate*1.05+.05);
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A_Overlay(-9999,"EjectRound1");
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}
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else if ( invoker.firespeed == 0 )
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{
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6);
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A_Overlay(-9999,"EjectRound7");
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}
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if ( invoker.barrelheat > 100. ) invoker.stopfire = invoker.incooldown = true;
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invoker.firstshot = true;
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if ( !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
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invoker.Ammo1.Amount--;
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invoker.fired = gametic;
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// TODO the actual firing itself
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}
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action void A_CheckContinueFire()
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{
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if ( invoker.incooldown || (invoker.Ammo1.Amount <= 0) || (player.Health <= 0) ) return;
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invoker.stopfire = !(player.cmd.buttons&BT_ATTACK);
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}
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override void OwnerDied()
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{
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if ( Owner.IsActorPlayingSound(CHAN_WEAPONEXTRA) )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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}
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Super.OwnerDied();
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aimerror = 0.;
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vibrate = 0.;
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}
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override void Travelled()
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{
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Super.Travelled();
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aimerror = 0.;
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vibrate = 0.;
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}
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override void DoEffect()
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{
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Super.DoEffect();
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barrelheat = max(0.,barrelheat*.99-.15);
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if ( barrelheat <= 0. ) incooldown = false;
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if ( !Owner || !Owner.player || (Owner.player.ReadyWeapon != self) )
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{
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aimerror = 0.;
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vibrate = 0.;
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return;
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}
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let pspm = Owner.player.FindPSprite(PSP_WEAPON);
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if ( pspm )
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{
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pspm.x = FRandom[Shivers](-1.,1.)*vibrate*4.;
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pspm.y = 32+FRandom[Shivers](-1.,1.)*vibrate*4.;
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}
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aimerror *= .95;
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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 ( sv_infiniteammo || Owner.FindInventory('PowerInfiniteAmmo',true) ) return true;
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if ( (fireMode == PrimaryFire) || (fireMode == AltFire) )
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return (Ammo1.Amount > 0);
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return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
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}
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Default
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{
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@ -54,10 +134,271 @@ Class HeavyMahSheenGun : SWWMWeapon
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XZW2 WX 3;
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Goto Ready;
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Ready:
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XZW2 A 1 A_WeaponReady();
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XZW2 A 1
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{
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invoker.firetimer = gametic;
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invoker.aimerror = 0.;
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invoker.vibrate = 0.;
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int flg = WRF_ALLOWRELOAD|WRF_ALLOWUSER1;
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if ( invoker.firespeed > 0 ) flg |= WRF_ALLOWZOOM;
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if ( invoker.firespeed >= 2 ) flg |= WRF_NOSECONDARY;
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if ( (invoker.Ammo1.Amount <= 0) || invoker.incooldown ) flg |= WRF_NOPRIMARY;
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A_WeaponReady(flg);
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if ( player.cmd.buttons&BT_ATTACK )
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invoker.CheckAmmo(EitherFire,true);
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}
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Wait;
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Fire:
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XZW2 A 1;
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XZW2 Z 1
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{
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invoker.firstshot = false;
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if ( (invoker.firespeed == 0) || (invoker.Ammo1.Amount <= 1) && !(player.cmd.buttons&BT_ATTACK) )
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return A_Jump(256,"SlowFire1","SlowFire2","SlowFire3");
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if ( invoker.firespeed == 1 )
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return A_Jump(256,"FastFire1","FastFire2","FastFire3");
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if ( invoker.firespeed == 2 )
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return ResolveState("VeryFastFire");
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return ResolveState(null);
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}
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Goto Ready;
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SlowFire1:
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XZW2 Z 1 A_SheenFire();
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XZW3 ABCDEF 1;
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XZW3 G 0;
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XZW2 Z 0
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{
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if ( !invoker.incooldown && (invoker.Ammo1.Amount > 0) && (player.cmd.buttons&BT_ATTACK) )
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return A_Jump(256,"SlowFire2","SlowFire3");
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return ResolveState(null);
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}
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Goto StopFire;
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SlowFire2:
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XZW2 Z 1 A_SheenFire();
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XZW3 HIJKLM 1;
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XZW3 N 0;
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XZW2 Z 0
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{
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if ( !invoker.incooldown &&(invoker.Ammo1.Amount > 0) && (player.cmd.buttons&BT_ATTACK) )
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return A_Jump(256,"SlowFire1","SlowFire3");
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return ResolveState(null);
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}
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Goto StopFire;
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SlowFire3:
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XZW2 Z 1 A_SheenFire();
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XZW3 OPQRST 1;
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XZW3 U 0
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{
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if ( !invoker.incooldown &&(invoker.Ammo1.Amount > 0) && (player.cmd.buttons&BT_ATTACK) )
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return A_Jump(256,"SlowFire1","SlowFire2");
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return ResolveState(null);
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}
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Goto StopFire;
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FastFire1:
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XZW2 Z 1 A_SheenFire();
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XZW3 VW 1 A_CheckContinueFire();
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XZW3 X 0
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{
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A_CheckContinueFire();
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if ( !invoker.stopfire ) return A_Jump(256,"FastFire2","FastFire3");
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState(null);
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}
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Goto StopFire;
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FastFire2:
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XZW2 Z 1 A_SheenFire();
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XZW3 YZ 1 A_CheckContinueFire();
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XZW4 A 0
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{
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A_CheckContinueFire();
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if ( !invoker.stopfire ) return A_Jump(256,"FastFire1","FastFire3");
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState(null);
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}
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Goto StopFire;
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FastFire3:
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XZW2 Z 1 A_SheenFire();
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XZW4 BC 1 A_CheckContinueFire();
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XZW4 D 0
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{
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A_CheckContinueFire();
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if ( !invoker.stopfire ) return A_Jump(256,"FastFire1","FastFire2");
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState(null);
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}
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Goto StopFire;
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VeryFastFire:
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XZW2 Z 1 A_SheenFire();
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XZW4 E 1
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{
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A_CheckContinueFire();
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if ( invoker.stopfire )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState("EndFireFast1");
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}
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A_SheenFire();
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return ResolveState(null);
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}
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XZW4 F 1
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{
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A_CheckContinueFire();
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if ( invoker.stopfire )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState("EndFireFast2");
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}
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A_SheenFire();
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return ResolveState(null);
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}
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XZW4 G 1
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{
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A_CheckContinueFire();
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if ( invoker.stopfire )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState("EndFireFast3");
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}
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A_SheenFire();
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return ResolveState(null);
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}
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XZW4 H 1
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{
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A_CheckContinueFire();
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if ( invoker.stopfire )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState("EndFireFast4");
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}
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A_SheenFire();
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return ResolveState(null);
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}
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XZW4 I 1
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{
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A_CheckContinueFire();
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if ( invoker.stopfire )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState("EndFireFast5");
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}
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A_SheenFire();
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return ResolveState(null);
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}
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XZW4 J 1
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{
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A_CheckContinueFire();
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if ( invoker.stopfire )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState("EndFireFast6");
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}
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A_SheenFire();
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return ResolveState(null);
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}
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VeryFastFireHold:
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XZW4 K 1
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{
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A_CheckContinueFire();
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if ( invoker.stopfire )
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{
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A_StopSound(CHAN_WEAPONEXTRA);
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A_StartSound("sheen/fire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6,starttime:.2);
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return ResolveState("EndFireFast7");
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}
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A_SheenFire();
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return ResolveState(null);
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}
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XZW4 L 0;
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Goto VeryFastFireHold;
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EndFireFast7:
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XZW4 MNO 1 { invoker.vibrate *= .25; }
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Goto Ready;
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EndFireFast6:
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XZW4 PQR 1 { invoker.vibrate *= .25; }
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Goto Ready;
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EndFireFast5:
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XZW4 STU 1 { invoker.vibrate *= .25; }
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Goto Ready;
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EndFireFast4:
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XZW4 VWX 1 { invoker.vibrate *= .25; }
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Goto Ready;
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EndFireFast3:
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XZW4 YZ 1 { invoker.vibrate *= .25; }
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XZW5 A 1 { invoker.vibrate *= .25; }
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Goto Ready;
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EndFireFast2:
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XZW5 BCD 1 { invoker.vibrate *= .25; }
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Goto Ready;
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EndFireFast1:
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XZW5 EFG 1 { invoker.vibrate *= .25; }
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Goto Ready;
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StopFire:
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XZW2 Z 1 A_StopSound(CHAN_WEAPONEXTRA); // just in case
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Goto Ready;
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EjectRound7:
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TNT1 A 7;
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Goto EjectRound;
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EjectRound3:
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TNT1 A 3;
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Goto EjectRound;
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EjectRound1:
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TNT1 A 7;
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Goto EjectRound;
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EjectRound:
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TNT1 A 1; // TODO
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Stop;
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AltFire:
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XZW2 A 3 A_StartSound("sheen/crankin",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 IJ 2;
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XZW5 K 3 { invoker.firespeed = min(2,invoker.firespeed+1); }
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XZW5 L 4 A_StartSound("sheen/crankout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 M 5;
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Goto Ready;
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Zoom:
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XZW2 A 3 A_StartSound("sheen/crankin",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 NO 2;
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XZW5 P 3 { invoker.firespeed = max(0,invoker.firespeed-1); }
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XZW5 Q 4 A_StartSound("sheen/crankout",CHAN_WEAPON,CHANF_OVERLAP);
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XZW5 R 5;
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Goto Ready;
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Reload:
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XZW2 A 3
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{
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A_StartSound("sheen/deselect",CHAN_WEAPON,CHANF_OVERLAP);
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A_PlayerCheckGun();
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}
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XZW5 TUVW 3;
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XZW5 XYZ 4;
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XZW6 A 4;
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XZW6 B 3 A_StartSound("sheen/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
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XZW6 CDE 3;
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XZW6 FGHIJKL 2;
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Goto Ready;
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User1:
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XZW2 A 3 A_StartSound("sheen/meleestart",CHAN_WEAPON,CHANF_OVERLAP);
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XZW6 MNOPQR 3;
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XZW6 S 3 A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
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XZW6 T 3;
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XZW6 U 2
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{
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A_Parry(9);
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A_PlayerMelee();
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}
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XZW6 V 2;
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XZW6 W 2 A_Melee(70,"demolitionist/whitl",1.25,1.3,1.2);
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XZW6 XYZ 3;
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XZW7 AB 4;
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XZW7 C 4 A_StartSound("sheen/meleeend",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW7 DEFGHIJKL 2;
|
||||
Goto Ready;
|
||||
Deselect:
|
||||
XZW2 A 2 A_StartSound("sheen/deselect",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue