Guess there's a new DLC weapon to be added, oops.

This commit is contained in:
Mari the Deer 2021-01-09 22:40:42 +01:00
commit daea2d2afa
103 changed files with 247 additions and 14 deletions

View file

@ -0,0 +1,53 @@
// Nuutek Plasma Blaster (from SWWM series)
// Slot 2, spawns shared with Explodium Gun
Class PlasmaBlast : SWWMWeapon
{
int clipcount, chargelevel;
Property ClipCount : clipcount;
Default
{
Tag "$T_PLASMABLAST";
Inventory.PickupMessage "$T_PLASMABLAST";
Obituary "$O_PLASMABLAST";
Inventory.Icon "graphics/HUD/Icons/W_PlasmaBlast.png";
Weapon.SlotNumber 2;
Weapon.SlotPriority 3.;
Weapon.SelectionOrder 1100;
Inventory.MaxAmount 2;
Weapon.SisterWeapon "DualPlasmaBlast";
Stamina 7000;
PlasmaBlast.ClipCount 15;
+WEAPON.EXPLOSIVE;
}
States
{
Spawn:
XZW1 A -1;
Stop;
}
}
Class DualPlasmaBlast : SWWMWeapon
{
int clipcount;
Property ClipCount : clipcount;
Default
{
Tag "$T_PLASMABLAST2";
Obituary "$O_PLASMABLAST";
Inventory.Icon "graphics/HUD/Icons/W_PlasmaBlast2.png";
Weapon.SlotNumber 2;
Weapon.SlotPriority 4.;
Weapon.SelectionOrder 1050;
Weapon.SisterWeapon "PlasmaBlast";
DualPlasmaBlast.ClipCount 15;
+WEAPON.EXPLOSIVE;
+SWWMWEAPON.HIDEINMENU;
+SWWMWEAPON.NOSWAPWEAPON;
}
}

View file

@ -181,7 +181,7 @@ Class HOLYCOWIMTOTALLYGOINGSOFASTOHFUCK : Inventory
override void DoEffect()
{
Super.DoEffect();
if ( !Owner ) return;
if ( !Owner || (Owner.Health <= 0) ) return;
if ( (Owner.tics > 1) && (Owner.tics > max(1,Owner.CurState.tics/2)) )
Owner.tics = max(1,Owner.CurState.tics/2);
}
@ -1686,7 +1686,7 @@ Class SWWMHandler : EventHandler
override void WorldThingSpawned( WorldEvent e )
{
// I WANT DIE
if ( G_SkillPropertyInt(SKILLP_ACSReturn) >= 4 )
if ( G_SkillName() == StringTable.Localize("$SWWM_SKLUNATIC") )
{
if ( e.Thing.bMISSILE && !e.Thing.FindInventory("DontDuplicate") && !e.Thing.IsZeroDamage() && (e.Thing.target && e.Thing.target.bISMONSTER && !e.Thing.target.player) )
{
@ -2528,10 +2528,20 @@ Class SWWMHandler : EventHandler
// drop the swapweapon if we own it first
if ( swwm_swapweapons && (item is 'SWWMWeapon') && (sw = SWWMWeapon(def).HasSwapWeapon(players[e.Args[0]].mo)) )
{
bool swapto = (sw == players[e.Args[0]].ReadyWeapon);
let drop = players[e.Args[0]].mo.DropInventory(sw);
// add some random velocity so multiple drops don't get bunched together
if ( drop ) drop.vel += (Actor.RotateVector((FRandom[Junk](-1.5,.5),FRandom[Junk](-2.5,2.5)),players[e.Args[0]].mo.angle),FRandom[Junk](2.,5.));
bool swapto = (sw == players[e.Args[0]].ReadyWeapon) || (sw.SisterWeapon && (sw.Sisterweapon == players[e.Args[0]].ReadyWeapon));
int ngun = sw.Amount;
double ang = -15*(ngun-1);
for ( int i=0; i<ngun; i++ )
{
let d = players[e.Args[0]].mo.DropInventory(sw);
if ( !d || (ngun <= 1) ) continue;
// adjust angle for multi-drops
d.angle = players[e.Args[0]].mo.angle+ang;
d.vel.xy = Actor.RotateVector((5,0),d.angle);
d.vel.z = 1;
d.vel += players[e.Args[0]].mo.vel;
ang += 30;
}
// don't autoswitch just yet (hacky)
if ( swapto )
{

View file

@ -1026,7 +1026,12 @@ Class SWWMWeapon : Weapon abstract
if ( swwm_swapweapons && (sw = HasSwapWeapon(toucher)) )
{
if ( toucher.CheckLocalView() )
Console.MidPrint(SmallFont,String.Format(StringTable.Localize("$SWWM_SWAPWEAPON"),sw.GetTag(),GetTag()));
{
// use sisterweapon tag for dual wield (slot 2 weapons)
if ( sw.SisterWeapon && (sw.Amount > 1) )
Console.MidPrint(SmallFont,String.Format(StringTable.Localize("$SWWM_SWAPWEAPON"),sw.SisterWeapon.GetTag(),GetTag()));
else Console.MidPrint(SmallFont,String.Format(StringTable.Localize("$SWWM_SWAPWEAPON"),sw.GetTag(),GetTag()));
}
return;
}
Super.Touch(toucher);
@ -1045,8 +1050,21 @@ Class SWWMWeapon : Weapon abstract
SWWMWeapon sw;
if ( swwm_swapweapons && (sw = HasSwapWeapon(user)) )
{
if ( sw == user.player.ReadyWeapon ) swapto = true;
user.DropInventory(sw);
if ( (sw == user.player.ReadyWeapon) || (sw.SisterWeapon && (sw.SisterWeapon == user.player.ReadyWeapon)) )
swapto = true;
int ngun = sw.Amount;
double ang = -15*(ngun-1);
for ( int i=0; i<ngun; i++ )
{
let d = user.DropInventory(sw);
if ( !d || (ngun <= 1) ) continue;
// adjust angle for multi-drops
d.angle = user.angle+ang;
d.vel.xy = RotateVector((5,0),d.angle);
d.vel.z = 1;
d.vel += user.vel;
ang += 30;
}
// don't autoswitch just yet (hacky)
if ( swapto )
{

View file

@ -337,6 +337,9 @@ Class ExplodiumGun : SWWMWeapon
override bool HandlePickup( Inventory item )
{
// can't hold both weapons at once
if ( swwm_swapweapons && IsSwapWeapon(item) )
return true;
if ( (item.GetClass() == 'ExplodiumGun') && !item.ShouldStay() )
{
if ( (Amount+item.Amount > MaxAmount) && (Stamina > 0) )
@ -515,13 +518,14 @@ Class ExplodiumGun : SWWMWeapon
return Super.Use(pickup);
}
override Inventory CreateTossable (int amt)
override Inventory CreateTossable( int amt )
{
let copy = ExplodiumGun(Inventory.CreateTossable(1));
if ( !copy ) return null;
// destroy sister weapon if we're removing ourselves
if ( copy == self )
{
copy.preinit = true; // need this in case we get picked up again out of order
if ( SisterWeapon )
{
SisterWeapon.SisterWeapon = null;
@ -559,7 +563,6 @@ Class ExplodiumGun : SWWMWeapon
Stamina 8000;
ExplodiumGun.ClipCount 7;
+WEAPON.EXPLOSIVE;
+SWWMWEAPON.NOSWAPWEAPON;
Radius 12;
Height 24;
}