Quadravol melee and stance swap fully implemented.

Fix quick melee not hitting world geometry (oops).
This commit is contained in:
Mari the Deer 2022-08-19 21:58:44 +02:00
commit ab462cc05d
8 changed files with 565 additions and 61 deletions

View file

@ -1,3 +1,3 @@
[default]
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r345 \cu(Fri 19 Aug 16:13:38 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r345 \cu(2022-08-19 16:13:38)\c-";
SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r346 \cu(Fri 19 Aug 21:58:44 CEST 2022)\c-";
SWWM_SHORTVER="\cw1.3pre r346 \cu(2022-08-19 21:58:44)\c-";

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@ -55,6 +55,16 @@ Model "Quadravol"
FrameIndex XZWZ M 2 105
FrameIndex XZWZ N 2 106
FrameIndex XZWZ O 2 107
// 1H Eject
FrameIndex XZWZ P 2 267
FrameIndex XZWZ Q 2 268
FrameIndex XZWZ R 2 269
FrameIndex XZWZ S 2 270
FrameIndex XZWZ T 2 271
FrameIndex XZWZ U 2 272
FrameIndex XZWZ V 2 273
FrameIndex XZWZ W 2 274
FrameIndex XZWZ X 2 275
}
Model "Quadravol"
@ -86,6 +96,28 @@ Model "Quadravol"
FrameIndex XZW0 I 3 0
Skin 3 "QuadMuz9.png"
FrameIndex XZW0 J 3 0
Offset 13 -60 -9
Skin 3 "QuadMuz0.png"
FrameIndex XZW0 K 3 0
Skin 3 "QuadMuz1.png"
FrameIndex XZW0 L 3 0
Skin 3 "QuadMuz2.png"
FrameIndex XZW0 M 3 0
Skin 3 "QuadMuz3.png"
FrameIndex XZW0 N 3 0
Skin 3 "QuadMuz4.png"
FrameIndex XZW0 O 3 0
Skin 3 "QuadMuz5.png"
FrameIndex XZW0 P 3 0
Skin 3 "QuadMuz6.png"
FrameIndex XZW0 Q 3 0
Skin 3 "QuadMuz7.png"
FrameIndex XZW0 R 3 0
Skin 3 "QuadMuz8.png"
FrameIndex XZW0 S 3 0
Skin 3 "QuadMuz9.png"
FrameIndex XZW0 T 3 0
}
Model "Quadravol"
@ -101,6 +133,7 @@ Model "Quadravol"
AngleOffset -90
Scale -0.01 0.005 0.01
//// TWO HANDED
// Still
FrameIndex XZW2 A 1 0
// Deselect
@ -227,4 +260,260 @@ Model "Quadravol"
FrameIndex XZW6 I 1 120
FrameIndex XZW6 J 1 121
FrameIndex XZW6 K 1 122
// Idle
FrameIndex XZW6 L 1 124
FrameIndex XZW6 M 1 125
FrameIndex XZW6 N 1 126
FrameIndex XZW6 O 1 127
FrameIndex XZW6 P 1 128
FrameIndex XZW6 Q 1 129
FrameIndex XZW6 R 1 130
FrameIndex XZW6 S 1 131
FrameIndex XZW6 T 1 132
FrameIndex XZW6 U 1 133
FrameIndex XZW6 V 1 134
FrameIndex XZW6 W 1 135
FrameIndex XZW6 X 1 136
FrameIndex XZW6 Y 1 137
FrameIndex XZW6 Z 1 138
FrameIndex XZW7 A 1 139
// Melee
FrameIndex XZW7 B 1 141
FrameIndex XZW7 C 1 142
FrameIndex XZW7 D 1 143
FrameIndex XZW7 E 1 144
FrameIndex XZW7 F 1 145
FrameIndex XZW7 G 1 146
FrameIndex XZW7 H 1 147
FrameIndex XZW7 I 1 148
FrameIndex XZW7 J 1 149 // MeleeHit
FrameIndex XZW7 K 1 150
FrameIndex XZW7 L 1 151
FrameIndex XZW7 M 1 152
FrameIndex XZW7 N 1 153
FrameIndex XZW7 O 1 154
FrameIndex XZW7 P 1 155
FrameIndex XZW7 Q 1 156
FrameIndex XZW7 R 1 157
FrameIndex XZW7 S 1 158
FrameIndex XZW7 T 1 159
FrameIndex XZW7 U 1 160
FrameIndex XZW7 V 1 161
FrameIndex XZW7 W 1 162
FrameIndex XZW7 X 1 163
// Bayonet
FrameIndex XZW7 Y 1 166
FrameIndex XZW7 Z 1 167
FrameIndex XZW8 A 1 168
FrameIndex XZW8 B 1 169
FrameIndex XZW8 C 1 170 // BayonetEnd
FrameIndex XZW8 D 1 171
FrameIndex XZW8 E 1 172
FrameIndex XZW8 F 1 173
FrameIndex XZW8 G 1 174
FrameIndex XZW8 H 1 175
FrameIndex XZW8 I 1 176
FrameIndex XZW8 J 1 177
FrameIndex XZW8 K 1 178
FrameIndex XZW8 L 1 179
// BayonetFire
FrameIndex XZW8 M 1 182
FrameIndex XZW8 N 1 183
FrameIndex XZW8 O 1 184
FrameIndex XZW8 P 1 185
FrameIndex XZW8 Q 1 186
FrameIndex XZW8 R 1 187
FrameIndex XZW8 S 1 188
FrameIndex XZW8 T 1 189
FrameIndex XZW8 U 1 190
FrameIndex XZW8 V 1 191
FrameIndex XZW8 W 1 192
FrameIndex XZW8 X 1 193
FrameIndex XZW8 Y 1 194
// ToOneHand
FrameIndex XZW8 Z 1 196
FrameIndex XZW9 A 1 197
FrameIndex XZW9 B 1 198
FrameIndex XZW9 C 1 199
FrameIndex XZW9 D 1 200
FrameIndex XZW9 E 1 201
FrameIndex XZW9 F 1 202
//// ONE HANDED
// Still
FrameIndex XZW9 G 1 203
// Deselect
FrameIndex XZW9 H 1 204
FrameIndex XZW9 I 1 205
FrameIndex XZW9 J 1 206
FrameIndex XZW9 K 1 207
FrameIndex XZW9 L 1 208
FrameIndex XZW9 M 1 209
FrameIndex XZW9 N 1 210 // Select
FrameIndex XZW9 O 1 211
FrameIndex XZW9 P 1 212
FrameIndex XZW9 Q 1 213
FrameIndex XZW9 R 1 214
FrameIndex XZW9 S 1 215
FrameIndex XZW9 T 1 216
FrameIndex XZW9 U 1 217
FrameIndex XZW9 V 1 218
FrameIndex XZW9 W 1 219
// FireOne
FrameIndex XZW9 X 1 221
FrameIndex XZW9 Y 1 222
FrameIndex XZW9 Z 1 223
FrameIndex XZWA A 1 224
FrameIndex XZWA B 1 225
FrameIndex XZWA C 1 226
FrameIndex XZWA D 1 227
FrameIndex XZWA E 1 228
// FireTwo
FrameIndex XZWA F 1 230
FrameIndex XZWA G 1 231
FrameIndex XZWA H 1 232
FrameIndex XZWA I 1 233
FrameIndex XZWA J 1 234
FrameIndex XZWA K 1 235
FrameIndex XZWA L 1 236
FrameIndex XZWA M 1 237
// FireThree
FrameIndex XZWA N 1 239
FrameIndex XZWA O 1 240
FrameIndex XZWA P 1 241
FrameIndex XZWA Q 1 242
FrameIndex XZWA R 1 243
FrameIndex XZWA S 1 244
FrameIndex XZWA T 1 245
FrameIndex XZWA U 1 246
// FireFour
FrameIndex XZWA V 1 248
FrameIndex XZWA W 1 249
FrameIndex XZWA X 1 250
FrameIndex XZWA Y 1 251
FrameIndex XZWA Z 1 252
FrameIndex XZWB A 1 253
FrameIndex XZWB B 1 254
FrameIndex XZWB C 1 255
// FireFive
FrameIndex XZWB D 1 257
FrameIndex XZWB E 1 258
FrameIndex XZWB F 1 259
FrameIndex XZWB G 1 260
FrameIndex XZWB H 1 261
FrameIndex XZWB I 1 262
FrameIndex XZWB J 1 263
FrameIndex XZWB K 1 264
// LeverAct
FrameIndex XZWB L 1 266
FrameIndex XZWB M 1 267 // LeverForward, Eject
FrameIndex XZWB N 1 268
FrameIndex XZWB O 1 269
FrameIndex XZWB P 1 270
FrameIndex XZWB Q 1 271
FrameIndex XZWB R 1 272
FrameIndex XZWB S 1 273
FrameIndex XZWB T 1 274
FrameIndex XZWB U 1 275
FrameIndex XZWB V 1 276
FrameIndex XZWB W 1 277
FrameIndex XZWB X 1 278
FrameIndex XZWB Y 1 279
FrameIndex XZWB Z 1 280 // LeverBack
FrameIndex XZWC A 1 281
FrameIndex XZWC B 1 282 // Chamber
FrameIndex XZWC C 1 283
FrameIndex XZWC D 1 284
FrameIndex XZWC E 1 285
FrameIndex XZWC F 1 286
// LoadStart (to 2H)
FrameIndex XZWC G 1 288
// LoadEnd (from 2H)
FrameIndex XZWC H 1 290
FrameIndex XZWC I 1 291
// Idle
FrameIndex XZWC J 1 293
FrameIndex XZWC K 1 294
FrameIndex XZWC L 1 295
FrameIndex XZWC M 1 296
FrameIndex XZWC N 1 297
FrameIndex XZWC O 1 298
FrameIndex XZWC P 1 299
FrameIndex XZWC Q 1 300
FrameIndex XZWC R 1 301
FrameIndex XZWC S 1 302
FrameIndex XZWC T 1 303
FrameIndex XZWC U 1 304
FrameIndex XZWC V 1 305
FrameIndex XZWC W 1 306
FrameIndex XZWC X 1 307
FrameIndex XZWC Y 1 308
// Melee
FrameIndex XZWC Z 1 310
FrameIndex XZWD A 1 311
FrameIndex XZWD B 1 312
FrameIndex XZWD C 1 313
FrameIndex XZWD D 1 314
FrameIndex XZWD E 1 315
FrameIndex XZWD F 1 316
FrameIndex XZWD G 1 317
FrameIndex XZWD H 1 318 // MeleeHit
FrameIndex XZWD I 1 319
FrameIndex XZWD J 1 320
FrameIndex XZWD K 1 321
FrameIndex XZWD L 1 322
FrameIndex XZWD M 1 323
FrameIndex XZWD N 1 324
FrameIndex XZWD O 1 325
FrameIndex XZWD P 1 326
FrameIndex XZWD Q 1 327
FrameIndex XZWD R 1 328
FrameIndex XZWD S 1 329
FrameIndex XZWD T 1 330
FrameIndex XZWD U 1 331
FrameIndex XZWD V 1 332
// Bayonet
FrameIndex XZWD W 1 335
FrameIndex XZWD X 1 336
FrameIndex XZWD Y 1 337
FrameIndex XZWD Z 1 338
FrameIndex XZWE A 1 339 // BayonetEnd
FrameIndex XZWE B 1 340
FrameIndex XZWE C 1 341
FrameIndex XZWE D 1 342
FrameIndex XZWE E 1 343
FrameIndex XZWE F 1 344
FrameIndex XZWE G 1 345
FrameIndex XZWE H 1 346
FrameIndex XZWE I 1 347
FrameIndex XZWE J 1 348
// BayonetFire
FrameIndex XZWE K 1 351
FrameIndex XZWE L 1 352
FrameIndex XZWE M 1 353
FrameIndex XZWE N 1 354
FrameIndex XZWE O 1 355
FrameIndex XZWE P 1 356
FrameIndex XZWE Q 1 357
FrameIndex XZWE R 1 358
FrameIndex XZWE S 1 359
FrameIndex XZWE T 1 360
FrameIndex XZWE U 1 361
FrameIndex XZWE V 1 362
FrameIndex XZWE W 1 363
// ToTwoHanded
FrameIndex XZWE X 1 365
FrameIndex XZWE Y 1 366
FrameIndex XZWE Z 1 367
FrameIndex XZWF A 1 368
FrameIndex XZWF B 1 369
FrameIndex XZWF C 1 370
FrameIndex XZWF D 1 371
FrameIndex XZWF E 1 372
FrameIndex XZWF F 1 373
FrameIndex XZWF G 1 374
FrameIndex XZWF H 1 375
FrameIndex XZWF I 1 376
FrameIndex XZWF J 1 377
FrameIndex XZWF K 1 378
FrameIndex XZWF L 1 379
}

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@ -78,28 +78,34 @@ Class Quadravol : SWWMWeapon
override Vector3 GetTraceOffset()
{
return (10,3,-2.5);
return onehand?(10,3.5,-2):(10,3,-2.5);
}
action State A_QuadFire()
action State A_QuadFire( bool bMelee = false )
{
static const String BaseNum[] = {"one","two","three","four","five"};
static const StateLabel FireStates[] = {"FireOne","FireTwo","FireThree","FireFour","FireFive"};
static const StateLabel FireStates1H[] = {"FireOne1H","FireTwo1H","FireThree1H","FireFour1H","FireFive1H"};
int idx = clamp(invoker.chargelevel-1,0,4);
A_StartSound("quadshot/fire"..BaseNum[idx],CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerFire();
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+3*y-2.5*z);
double offy = invoker.onehand?3.5:3;
double offz = invoker.onehand?2:2.5;
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x+offy*y-offz*z);
bool pointblank = false;
int rings = 1;
Vector3 dir;
FLineTraceData d;
Actor fool = null;
for ( double i=0; i<.16; i+=.04 )
{
for ( int j=0; j<360; j+=(360/rings) )
{
dir = SWWMUtility.ConeSpread(x,y,z,j,i);
pointblank |= LineTrace(atan2(dir.y,dir.x),60,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y);
pointblank |= LineTrace(atan2(dir.y,dir.x),60,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
if ( (d.HitType == TRACE_HitActor) && !fool ) fool = d.HitActor;
}
rings += 3;
}
@ -121,13 +127,15 @@ Class Quadravol : SWWMWeapon
p.angle = atan2(x2.y,x2.x);
p.pitch = asin(-x2.z);
p.vel = x2*p.speed;
if ( pointblank )
if ( pointblank || bMelee )
{
p.tracer = self;
p.special1 = 50;
p.special2 = 40000;
p.master = fool;
p.special1 = bMelee?100:50;
p.special2 = bMelee?120000:40000;
p.bAMBUSH = bMelee;
p.ExplodeMissile(null,null);
self.DamageMobj(invoker,self,40,'Fire',DMG_EXPLOSION);
self.DamageMobj(invoker,self,bAMBUSH?20:40,'Fire',DMG_EXPLOSION);
}
for ( int i=0; i<4; i++ )
{
@ -161,7 +169,8 @@ Class Quadravol : SWWMWeapon
}
invoker.chargelevel = 0;
invoker.charged = true; // eat it up
return ResolveState(FireStates[idx]);
if ( bMelee ) return ResolveState(null);
return invoker.onehand?ResolveState(FireStates1H[idx]):ResolveState(FireStates[idx]);
}
action void A_Eject()
@ -174,7 +183,8 @@ Class Quadravol : SWWMWeapon
if ( invoker.waschambered )
{
A_ChangeModel("",2,"","",5,"models",invoker.wascharged?"QuadCell_Used.png":"QuadCell.png",CMDL_USESURFACESKIN,-1);
A_Overlay(PSP_WEAPON+1,"DropCasing");
if ( invoker.onehand ) A_Overlay(PSP_WEAPON+1,"DropCasing1H");
else A_Overlay(PSP_WEAPON+1,"DropCasing");
}
}
@ -235,6 +245,16 @@ Class Quadravol : SWWMWeapon
invoker.Ammo1.Amount++;
}
action void A_FireBayonet()
{
A_StartSound("quadshot/bayonetfire",CHAN_WEAPON,CHANF_OVERLAP);
A_Melee(50,"spreadgun/slug",1.5,.8,-.5,MELEE_Rip|MELEE_FleshSound|MELEE_NoRage|MELEE_NoUse);
Vector3 dir = SWWMUtility.Vec3FromAngles(angle,pitch);
vel += dir*4.;
A_QuakeEx(4,4,4,8,0,10,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.75);
A_BumpFOV(1.03);
}
override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
{
bool good = Super.PickupForAmmoSWWM(ownedWeapon);
@ -298,7 +318,11 @@ Class Quadravol : SWWMWeapon
XZW1 A -1;
Stop;
Select:
XZW2 R 1 A_FullRaise();
XZW2 R 1
{
A_FullRaise();
return A_JumpIf(invoker.onehand,"Select1H");
}
XZW2 STUVWXYZ 1;
XZW3 ABCDEFGHI 1;
XZW3 JKLMN 2;
@ -356,7 +380,11 @@ Class Quadravol : SWWMWeapon
XZW5 AB 5;
Goto Ready;
AltFire:
XZW2 A 2 A_PlayerCheckGun();
XZW2 A 2
{
A_PlayerCheckGun();
return A_JumpIf(invoker.onehand,"AltFire1H");
}
XZW5 C 2;
XZW5 D 2 A_StartSound("quadshot/leverforward",CHAN_WEAPON,CHANF_OVERLAP);
XZW5 E 2 A_Eject();
@ -376,7 +404,8 @@ Class Quadravol : SWWMWeapon
XZW2 A 2
{
if ( (invoker.clipcount >= invoker.default.clipcount) || ((invoker.Ammo1.Amount <= 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true)) )
return ResolveState("Idle");
return invoker.onehand?ResolveState("Idle1H"):ResolveState("Idle");
if ( invoker.onehand ) return ResolveState("Reload1H");
A_StartSound("quadshot/onehand",CHAN_WEAPON,CHANF_OVERLAP);
return ResolveState(null);
}
@ -393,11 +422,12 @@ Class Quadravol : SWWMWeapon
XZW5 P 2
{
if ( (invoker.clipcount >= invoker.default.clipcount) || ((invoker.Ammo1.Amount <= 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true)) )
return ResolveState(null);
return A_JumpIf(invoker.onehand,"ReloadEnd1H");
if ( invoker.fromfire && (player.cmd.buttons&BT_ATTACK) )
return ResolveState("ReloadHold");
invoker.fromfire = false;
return A_JumpIf(player.cmd.buttons&BT_RELOAD,"ReloadHold");
if ( player.cmd.buttons&BT_RELOAD ) return ResolveState("ReloadHold");
return A_JumpIf(invoker.onehand,"ReloadEnd1H");
}
XZW6 B 2 A_StartSound("quadshot/twohand",CHAN_WEAPON,CHANF_OVERLAP);
XZW6 CDEF 2;
@ -408,22 +438,65 @@ Class Quadravol : SWWMWeapon
XZWZ O 0;
Stop;
Idle:
// TODO idle
XZW2 A 1 A_Log("\cg// TODO - Idle Animation\c-");
XZW2 A 1 A_JumpIf(!(player.cmd.buttons&BT_RELOAD),"Ready");
Wait;
XZW2 A 2 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP,.8);
XZW6 LMNO 2;
XZW6 PQRST 3;
XZW6 U 2 A_StartSound("quadshot/twohand",CHAN_WEAPON,CHANF_OVERLAP,.6);
XZW6 VW 2;
XZW6 XYZ 3;
XZW7 A 3;
Goto Ready;
Zoom:
// TODO stance switch
XZW2 A 1 A_Log("\cg// TODO - Stance Switch\c-");
XZW2 A 1 A_JumpIf(!(player.cmd.buttons&BT_ZOOM),"Ready");
Wait;
XZW2 A 2
{
if ( invoker.onehand )
{
invoker.onehand = false;
return ResolveState("Zoom1H");
}
A_StartSound("quadshot/onehand",CHAN_WEAPON,CHANF_OVERLAP);
invoker.onehand = true;
return ResolveState(null);
}
XZW8 Z 2;
XZW9 ABCDEF 2;
Goto Ready1H;
User1:
// TODO melee
XZW2 A 1 A_Log("\cg// TODO - Quick Melee\c-");
XZW2 A 1 A_JumpIf(!(player.cmd.buttons&BT_USER1),"Ready");
Wait;
XZW2 A 2
{
A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
return A_JumpIf(invoker.onehand,"User11H");
}
XZW7 BCDEF 2;
XZW7 G 2 A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
XZW7 H 2 A_Parry(6);
XZW7 I 1;
XZW7 J 1 A_JumpIf(A_Melee(10,"demolitionist/whitm",1.5,.8,.2),"Bayonet");
XZW7 KLM 1;
XZW7 NOPQRST 2;
XZW7 UVWX 3;
Goto Ready;
Bayonet:
XZW7 J 1 A_FireBayonet();
XZW7 YZ 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire");
XZW8 ABC 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire");
XZW8 D 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
XZW8 EFGH 1;
XZW8 IJKL 2;
Goto Ready;
BayonetFire:
#### # 1 A_QuadFire(true);
XZW8 MNO 1;
XZW8 P 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
XZW8 QRST 1;
XZW8 UVWXY 2;
Goto Ready;
Deselect:
XZW2 A 1 A_StartSound("quadshot/deselect",CHAN_WEAPON,CHANF_OVERLAP);
XZW2 A 1
{
A_StartSound(invoker.onehand?"quadshot/deselectfast":"quadshot/deselect",CHAN_WEAPON,CHANF_OVERLAP);
return A_JumpIf(invoker.onehand,"Deselect1H");
}
XZW2 BCDEFGHIJKLMNOPQR 1;
XZW2 R -1 A_FullLower();
Stop;
@ -431,11 +504,139 @@ Class Quadravol : SWWMWeapon
XZW0 A 2 Bright
{
let psp = player.GetPSprite(PSP_FLASH);
psp.frame = Random[GunFlash](0,9);
psp.frame = Random[GunFlash](0,9)+invoker.onehand*10;
let l = Spawn("SWWMWeaponLight",pos);
l.target = self;
}
Stop;
// TODO one-handed states
// one-handed states
Select1H:
XZW9 N 2 A_FullRaise();
XZW9 OPQRSTUVW 2;
Goto Ready1H;
Ready1H:
XZW9 G 1
{
A_Fill(); // just in case
int flg = WRF_ALLOWRELOAD|WRF_ALLOWUSER1|WRF_ALLOWZOOM;
if ( (invoker.chargelevel <= 0) && (invoker.Ammo1.Amount <= 0) && (invoker.clipcount <= 0) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) ) flg |= WRF_NOPRIMARY;
invoker.fromfire = false;
A_WeaponReady(flg);
if ( player.cmd.buttons&BT_ATTACK )
invoker.CheckAmmo(EitherFire,true);
}
Wait;
FireOne1H:
XZW9 G 1;
XZW9 XYZ 1;
XZWA A 1;
XZWA BCDE 2;
Goto Ready1H;
FireTwo1H:
XZW9 G 1;
XZWA FG 1;
XZWA HI 2;
XZWA JKLM 3;
Goto Ready1H;
FireThree1H:
XZW9 G 1;
XZWA NOPQ 2;
XZWA RSTU 3;
Goto Ready1H;
FireFour1H:
XZW9 G 1;
XZWA VWXY 2;
XZWA Z 3;
XZWB A 3;
XZWB BC 4;
Goto Ready1H;
FireFive1H:
XZW9 G 1;
XZWB DE 2;
XZWB FG 3;
XZWB HI 4;
XZWB JK 5;
Goto Ready1H;
AltFire1H:
XZW9 G 2;
XZWB L 2;
XZWB M 1
{
A_StartSound("quadshot/leverforward",CHAN_WEAPON,CHANF_OVERLAP);
A_Eject();
}
XZWB NO 1;
XZWB P 2 A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP,pitch:.6);
XZWB QR 2;
XZWB S 2 A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP,pitch:.5);
XZWB TUV 2;
XZWB W 2 A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP,pitch:.4);
XZWB XY 1;
XZWB Z 1 A_StartSound("quadshot/leverback",CHAN_WEAPON,CHANF_OVERLAP);
XZWC A 2;
XZWC B 2 A_Fill();
XZWC CDEF 3;
Goto Ready1H;
DropCasing1H:
XZWZ PQRSTUVW 1;
XZWZ X 0;
TNT1 A 1 A_DropCasing();
Stop;
Idle1H:
XZW9 G 2 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP,.8);
XZWC JKLM 2;
XZWC NOPQR 3;
XZWC STU 2;
XZWC VWX 3;
XZWC Y 3;
Goto Ready1H;
Zoom1H:
XZW9 G 2;
XZWE XYZ 2;
XZWF AB 2;
XZWF C 1 A_StartSound("quadshot/twohand",CHAN_WEAPON,CHANF_OVERLAP);
XZWF DEFG 1;
XZWF HIJKL 2;
Goto Ready;
User11H:
XZW9 G 2;
XZWC Z 2;
XZWD ABCD 2;
XZWD E 2 A_StartSound("demolitionist/wswing",CHAN_WEAPON,CHANF_OVERLAP);
XZWD F 2 A_Parry(6);
XZWD G 1;
XZWD H 1 A_JumpIf(A_Melee(10,"demolitionist/whitm",1.5,.8,.2),"Bayonet1H");
XZWD IJK 1;
XZWD LMNOPQR 2;
XZWD STUV 3;
Goto Ready1H;
Bayonet1H:
XZWD H 1 A_FireBayonet();
XZWD WX 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire1H");
XZWD YZ 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire1H");
XZWE A 2 A_JumpIf((player.cmd.buttons&BT_ATTACK)&&(invoker.chargelevel>0),"BayonetFire1H");
XZWE B 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
XZWE CDEF 1;
XZWE GHIJ 2;
Goto Ready1H;
BayonetFire1H:
#### # 1 A_QuadFire(true);
XZWE KLM 1;
XZWE N 1 A_StartSound("quadshot/bayonetreturn",CHAN_WEAPON,CHANF_OVERLAP);
XZWE OPQR 1;
XZWE STUVW 2;
Goto Ready1H;
Deselect1H:
XZW9 GHIJKLM 2;
XZW9 N -1 A_FullLower();
Stop;
Reload1H:
XZW9 G 2;
XZWC G 3;
Goto ReloadHold;
ReloadEnd1H:
XZW5 P 2;
XZWC HI 3;
Goto Ready1H;
}
}

View file

@ -258,12 +258,13 @@ Class QuadProj : Actor
{
Vector3 rel = level.Vec3Diff(master.pos,pos);
double hdiff = 1.-2.*clamp((rel.z-4.)/master.height,0.,.5);
SWWMUtility.DoKnockback(master,x+(0,0,hdiff*.5),200000);
SWWMUtility.DoKnockback(master,x+(0,0,hdiff*.5),200000+special2);
}
if ( tracer ) SWWMUtility.DoKnockback(tracer,-x+(0,0,.1),500000);
if ( tracer ) SWWMUtility.DoKnockback(tracer,-x+(0,0,.1),bAMBUSH?150000:500000);
SWWMUtility.DoExplosion(self,0,80000+special2,240,80,DE_BLAST|DE_EXTRAZTHRUST);
SWWMUtility.DoExplosion(self,100+special1,0,240,0,DE_QUADRAVOL|DE_NOSPLASH,ignoreme:tracer);
SWWMUtility.DoExplosion(self,150+special1,0,200,80,DE_HOWL|DE_NOSPLASH,ignoreme:tracer);
if ( SWWMUtility.DoExplosion(self,150+special1,0,200,80,DE_HOWL|DE_NOSPLASH,ignoreme:tracer) && bAMBUSH && target )
SWWMUtility.AchievementProgressInc("roast",1,target.player);
A_StartSound("quadshot/hit",CHAN_WEAPON,attenuation:.8);
A_StartSound("quadshot/hit",CHAN_VOICE,attenuation:.6);
A_AlertMonsters(swwm_uncapalert?0:1500);
@ -296,6 +297,13 @@ Class QuadProj : Actor
if ( swwm_omnibust ) BusterWall.ProjectileBust(self,150,SWWMUtility.Vec3FromAngles(angle,pitch));
}
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
// from melee combo
if ( bAMBUSH ) return StringTable.Localize("$O_QUADRAVOL2");
return Super.GetObituary(victim,inflictor,mod,playerattack);
}
Default
{
Obituary "$O_QUADRAVOL";

View file

@ -371,7 +371,9 @@ extend Class SWWMWeapon
MELEE_Vertical = 16, // ring is widened vertically, rather than horizontally
MELEE_Wider = 32, // ring is widened by 2.5x rather than 1.5x
MELEE_ExtraWide = 64, // if Wider is also specified, widen by 5x, otherwise widen by 3x
MELEE_HammerHit = 128 // is hammer melee (gibbing counts for "HAHA DAB" achievement)
MELEE_HammerHit = 128, // is hammer melee (gibbing counts for "HAHA DAB" achievement)
MELEE_NoRage = 256, // unaffected by ragekit
MELEE_NoUse = 512 // do not pass use actions to this melee
};
action void A_Parry( int duration )
@ -401,7 +403,7 @@ extend Class SWWMWeapon
int rings = 1;
double step = spread/20.;
double range = 1.5*DEFMELEERANGE*rangemul;
bool raging = CountInv("RagekitPower");
bool raging = (flags&MELEE_NoRage)?false:CountInv("RagekitPower");
double widemul = (flags&MELEE_ExtraWide)?(flags&MELEE_Wider)?5:3:(flags&MELEE_Wider)?2.5:1.5;
for ( double i=0; i<spread; i+=step )
{
@ -499,38 +501,42 @@ extend Class SWWMWeapon
action bool A_Melee( int dmg = 40, String hitsound = "", double rangemul = 1., double spreadmul = 1., double kickmul = 1., int flags = 0 )
{
let raging = RagekitPower(FindInventory("RagekitPower"));
if ( flags&MELEE_NoRage ) raging = null;
if ( raging ) rangemul += .2;
Vector3 origin = Vec3Offset(0,0,player.viewheight);
Vector3 dir = SWWMUtility.Vec3FromAngles(angle,pitch);
// check for usables
if ( !invoker.ut ) invoker.ut = new("UseLineTracer");
let ut = invoker.ut; // for convenience
ut.uses.Clear();
ut.Trace(origin,level.PointInSector(origin.xy),dir,DEFMELEERANGE*rangemul,0);
invoker.wallponch = true;
for ( int i=0; i<ut.uses.Size(); i++ )
if ( !(flags&MELEE_NoUse) )
{
if ( ut.uses[i].hitactor )
if ( !invoker.ut ) invoker.ut = new("UseLineTracer");
let ut = invoker.ut; // for convenience
ut.uses.Clear();
ut.Trace(origin,level.PointInSector(origin.xy),dir,DEFMELEERANGE*rangemul,0);
invoker.wallponch = true;
for ( int i=0; i<ut.uses.Size(); i++ )
{
// punching is not greeting/patting (that'd be weird)
if ( (ut.uses[i].hitactor == self) || (ut.uses[i].hitactor is 'Demolitionist')
|| (ut.uses[i].hitactor is 'HeadpatTracker')
|| (ut.uses[i].hitactor is 'FroggyChair') ) continue;
if ( ut.uses[i].hitactor.Used(self) ) break;
}
else if ( ut.uses[i].hitline && UseLineTracer.TangibleLine(ut.uses[i]) )
{
int locknum = SWWMUtility.GetLineLock(ut.uses[i].hitline);
if ( !locknum || CheckKeys(locknum,false,true) )
ut.uses[i].hitline.RemoteActivate(self,ut.uses[i].hitside,SPAC_Use,ut.uses[i].pos);
if ( !(ut.uses[i].hitline.activation&SPAC_UseThrough) ) break;
if ( ut.uses[i].hitactor )
{
// punching is not greeting/patting (that'd be weird)
if ( (ut.uses[i].hitactor == self) || (ut.uses[i].hitactor is 'Demolitionist')
|| (ut.uses[i].hitactor is 'HeadpatTracker')
|| (ut.uses[i].hitactor is 'FroggyChair') ) continue;
if ( ut.uses[i].hitactor.Used(self) ) break;
}
else if ( ut.uses[i].hitline && UseLineTracer.TangibleLine(ut.uses[i]) )
{
int locknum = SWWMUtility.GetLineLock(ut.uses[i].hitline);
if ( !locknum || CheckKeys(locknum,false,true) )
ut.uses[i].hitline.RemoteActivate(self,ut.uses[i].hitside,SPAC_Use,ut.uses[i].pos);
if ( !(ut.uses[i].hitline.activation&SPAC_UseThrough) ) break;
}
}
invoker.wallponch = false;
// check for shootables
SWWMBulletTrail.DoTrail(self,origin,dir,DEFMELEERANGE*rangemul,0);
}
invoker.wallponch = false;
// check for shootables
SWWMBulletTrail.DoTrail(self,origin,dir,DEFMELEERANGE*rangemul,0);
bool res = TryMelee((raging?.3:.2)*spreadmul,dmg,hitsound,rangemul,kickmul,flags);
if ( !flags&MELEE_Rip ) return res;
if ( res && !(flags&MELEE_Rip) ) return res;
// check for walls instead
FTranslatedLineTarget t;
double slope = AimLineAttack(angle,DEFMELEERANGE*rangemul,t,0.,ALF_CHECK3D);
@ -552,7 +558,7 @@ extend Class SWWMWeapon
{
HitNormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) HitNormal *= -1;
d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4);
if ( !(flags&MELEE_NoUse) ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation+HitNormal*4);
}
let p = Spawn(raging?"BigPunchImpact":"PunchImpact",d.HitLocation+HitNormal*4);
p.angle = atan2(HitNormal.y,HitNormal.x);