swwmgz_m/zscript/weapons/swwm_shot.zsc

687 lines
20 KiB
Text

// Blackmann "Rhino Stopper" Spreadgun (from Instant Action 3, also planned for Zanaveth Ultra Suite 2)
// Slot 3, replaces Shotgun, Ethereal Crossbow, Serpent Staff
Class SpreadgunTracer : LineTracer
{
Actor ignoreme;
Array<HitListEntry> hitlist;
Array<Line> shootthroughlist;
Array<WaterHit> waterhitlist;
override ETraceStatus TraceCallback()
{
// liquid splashes
if ( Results.CrossedWater )
{
let hl = new("WaterHit");
hl.sect = Results.CrossedWater;
hl.hitpos = Results.CrossedWaterPos;
WaterHitList.Push(hl);
}
else if ( Results.Crossed3DWater )
{
let hl = new("WaterHit");
hl.sect = Results.Crossed3DWater;
hl.hitpos = Results.Crossed3DWaterPos;
WaterHitList.Push(hl);
}
if ( Results.HitType == TRACE_HitActor )
{
if ( Results.HitActor == ignoreme ) return TRACE_Skip;
if ( Results.HitActor.bSHOOTABLE )
{
int amt = SWWMDamageAccumulator.GetAmount(Results.HitActor);
// getgibhealth isn't clearscope, fuck
int gibh = (Results.HitActor.GibHealth!=int.min)?-abs(Results.HitActor.GibHealth):-int(Results.HitActor.GetSpawnHealth()*gameinfo.gibfactor);
// if gibbed, go through without dealing more damage
if ( Results.HitActor.health-amt <= gibh ) return TRACE_Skip;
let ent = new("HitListEntry");
ent.hitactor = Results.HitActor;
ent.hitlocation = Results.HitPos;
ent.x = Results.HitVector;
hitlist.Push(ent);
// go right on through if dead
if ( Results.HitActor.health-amt <= 0 ) return TRACE_Skip;
// stap
return TRACE_Stop;
}
return TRACE_Skip;
}
else if ( (Results.HitType == TRACE_HitWall) && (Results.Tier == TIER_Middle) )
{
if ( !Results.HitLine.sidedef[1] || (Results.HitLine.Flags&(Line.ML_BlockHitscan|Line.ML_BlockEverything)) )
return TRACE_Stop;
ShootThroughList.Push(Results.HitLine);
return TRACE_Skip;
}
return TRACE_Stop;
}
}
Class Spreadgun : SWWMWeapon
{
bool fired; // shell was used
bool wasfired; // for hammer priming
bool chambered; // a shell is actually loaded
bool goldload; // a golden shell is loaded (buckshot otherwise)
bool wasgold; // for what ammo/shell to drop
bool loadgold; // hint for switching to gold shells on next load
override String GetObituary( Actor victim, Actor inflictor, Name mod, bool playerattack )
{
if ( goldload ) return StringTable.Localize("$O_SPREADGUN_GOLD");
return Super.GetObituary(victim,inflictor,mod,playerattack);
}
override void DoEffect()
{
Super.DoEffect();
// push back selection order if weapon is unloaded (or has a golden shell loaded)
if ( !bInitialized ) SelectionOrder = default.SelectionOrder;
else SelectionOrder = (chambered&&!fired&&!goldload)?default.SelectionOrder:1500;
}
override bool ReportHUDAmmo()
{
if ( !fired && chambered ) return true;
return Super.ReportHUDAmmo();
}
override bool CheckAmmo( int firemode, bool autoswitch, bool requireammo, int ammocount )
{
if ( (firemode == PrimaryFire) || (firemode == EitherFire) )
{
if ( !fired && chambered ) return true;
if ( (Ammo1.Amount > 0) || (Ammo2.Amount > 0) ) return true;
if ( autoswitch ) PlayerPawn(Owner).PickNewWeapon(null);
return false;
}
return Super.CheckAmmo(firemode,autoswitch,requireammo,ammocount);
}
action void A_SelectUnloadState()
{
if ( invoker.fired ) player.SetPSprite(PSP_WEAPON,invoker.FindState("UnloadFired"));
else player.SetPSprite(PSP_WEAPON,invoker.FindState("Unload"));
if ( invoker.chambered )
{
A_ChangeModel("",1,"","",4,"models",String.Format("Shell_%s%s.png",invoker.wasgold?"Gold":"Normal",invoker.fired?"_Used":""),CMDL_USESURFACESKIN,-1);
A_Overlay(-9999,"UnloadDummy");
}
else
{
A_ChangeModel("",1,"","",4,"models","",CMDL_USESURFACESKIN,-1);
A_Overlay(-9999,"UnloadDummyEmpty");
}
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
}
action void A_SelectLoadState()
{
invoker.wasfired = false;
A_ChangeModel("",1,"","",4,"models","",CMDL_USESURFACESKIN,-1);
A_ChangeModel("",1,"","",5,"models",String.Format("Shell_%s.png",invoker.loadgold?"Gold":"Normal"),CMDL_USESURFACESKIN,-1);
if ( invoker.fired )
{
invoker.wasfired = true;
player.SetPSprite(PSP_WEAPON,invoker.FindState("LoadFired"));
}
else player.SetPSprite(PSP_WEAPON,invoker.FindState("Load"));
A_Overlay(-9999,"LoadDummy");
}
action void A_DropShell()
{
if ( !invoker.fired )
{
let amo = invoker.wasgold?invoker.Ammo2:invoker.Ammo1;
let amotype = invoker.wasgold?invoker.AmmoType2:invoker.AmmoType1;
if ( (amo.Amount >= amo.MaxAmount) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
invoker.BufferAmmo(amotype,1);
else amo.Amount = min(amo.Amount+1,amo.MaxAmount);
return;
}
Vector3 x, y, z;
[x, y, z] = swwm_CoordUtil.GetAxes(pitch,angle,roll);
Vector3 origin = level.Vec3Offset(Vec2OffsetZ(0,0,player.viewz),10*x-10*z);
let c = Spawn(invoker.wasgold?"GoldShellCasing":"RedShellCasing",origin);
c.angle = angle;
c.pitch = pitch;
c.vel = x*FRandom[Junk](-.2,.2)+y*FRandom[Junk](-.2,.2)-(0,0,FRandom[Junk](2,3));
c.vel += vel*.5;
}
action void ProcessTraceHit( SpreadgunTracer t, Vector3 origin, Vector3 dir, int dmg, double mm, Class<Actor> impact = "SpreadImpact", int bc = 1 )
{
if ( swwm_omnibust )
{
// Wall busting
int bustdmg = dmg;
BusterWall.Bust(t.Results,bustdmg,self,t.Results.HitVector,t.Results.HitPos.z);
}
for ( int i=0; i<t.ShootThroughList.Size(); i++ )
{
t.ShootThroughList[i].Activate(self,0,SPAC_PCross);
t.ShootThroughList[i].Activate(self,0,SPAC_Impact);
}
for ( int i=0; i<t.WaterHitList.Size(); i++ )
{
let b = Spawn("SmolInvisibleSplasher",t.WaterHitList[i].hitpos);
b.target = self;
b.A_CheckTerrain();
}
for ( int i=5; i<t.Results.Distance; i+=10 )
{
if ( !Random[Boolet](0,bc) ) continue;
let b = Actor.Spawn("SWWMBubble",level.Vec3Offset(origin,dir*i));
b.Scale *= FRandom[Boolet](.1,.3);
}
for ( int i=0; i<t.HitList.Size(); i++ )
{
int realdmg = dmg?dmg:t.HitList[i].HitDamage;
let p = SWWMPuff.Setup(t.HitList[i].HitLocation,t.HitList[i].x,invoker,self,t.HitList[i].HitActor);
SWWMDamageAccumulator.Accumulate(t.HitList[i].HitActor,realdmg,p,self,'shot',false,DMG_INFLICTOR_IS_PUFF);
SWWMUtility.DoKnockback(t.HitList[i].HitActor,t.HitList[i].x+(0,0,0.025),mm*FRandom[Spreadgun](0.4,1.2));
if ( t.HitList[i].HitActor.bNOBLOOD || t.HitList[i].HitActor.bDORMANT || t.HitList[i].HitActor.bINVULNERABLE )
{
let p = Spawn(impact,t.HitList[i].HitLocation);
p.angle = atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180;
p.pitch = asin(t.HitList[i].x.z);
p.target = self;
}
else
{
t.HitList[i].HitActor.TraceBleed(realdmg,self);
t.HitList[i].HitActor.SpawnBlood(t.HitList[i].HitLocation,atan2(t.HitList[i].x.y,t.HitList[i].x.x)+180,realdmg);
t.HitList[i].HitActor.A_StartSound("spreadgun/pelletf",CHAN_DAMAGE,CHANF_OVERLAP,.4,4.);
}
}
if ( (t.Results.HitType != TRACE_HitNone) && (t.Results.HitType != TRACE_HasHitSky) && (t.Results.HitType != TRACE_HitActor) )
{
Vector3 hitnormal = -t.Results.HitVector;
if ( t.Results.HitType == TRACE_HitFloor )
{
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.top.Normal;
else hitnormal = t.Results.HitSector.floorplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitCeiling )
{
if ( t.Results.FFloor ) hitnormal = -t.Results.FFloor.bottom.Normal;
else hitnormal = t.Results.HitSector.ceilingplane.Normal;
}
else if ( t.Results.HitType == TRACE_HitWall )
{
hitnormal = (-t.Results.HitLine.delta.y,t.Results.HitLine.delta.x,0).unit();
if ( !t.Results.Side ) hitnormal *= -1;
}
let p = Spawn(impact,t.Results.HitPos+hitnormal*4);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
p.target = self;
if ( t.Results.HitType == TRACE_HitFloor ) p.CheckSplash(40);
if ( t.Results.HitLine ) t.Results.HitLine.RemoteActivate(self,t.Results.Side,SPAC_Impact,t.Results.HitPos);
}
}
override Vector3 GetTraceOffset( int index )
{
return (10.,2.,-2.);
}
action void A_FireShell()
{
if ( invoker.goldload )
{
A_SWWMFlash("FlashGold");
A_StartSound("spreadgun/goldfire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6);
A_AlertMonsters(swwm_uncapalert?0:2500);
A_QuakeEx(6,6,6,9,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:1.2);
A_BumpFOV(.76);
SWWMHandler.DoFlash(self,Color(96,255,224,16),5);
}
else
{
A_SWWMFlash("FlashRed");
A_StartSound("spreadgun/redfire",CHAN_WEAPON,CHANF_OVERLAP,attenuation:.6);
A_AlertMonsters(swwm_uncapalert?0:800);
A_QuakeEx(3,3,3,9,0,1,"",QF_RELATIVE|QF_SCALEDOWN|QF_3D,rollIntensity:.6);
A_BumpFOV(.88);
SWWMHandler.DoFlash(self,Color(40,255,192,64),5);
}
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+2*y-2*z);
Vector3 x2, y2, z2;
[x2, y2, z2] = swwm_CoordUtil.GetAxes(BulletSlope(),angle,roll);
double a, s;
Vector3 dir;
if ( invoker.goldload )
{
a = FRandom[Spreadgun](0,360);
s = FRandom[Spreadgun](0,.01);
dir = SWWMUtility.ConeSpread(x2,y2,z2,a,s);
FLineTraceData d;
LineTrace(atan2(dir.y,dir.x),10000,asin(-dir.z),TRF_ABSPOSITION|TRF_NOSKY,origin.z,origin.x,origin.y,d);
SWWMBulletTrail.DoTrail(self,origin,dir,10000,2,true);
if ( d.HitType != TRACE_HitNone )
{
Vector3 hitnormal = -d.HitDir;
if ( d.HitType == TRACE_HitFloor )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.top.Normal;
else hitnormal = d.HitSector.floorplane.Normal;
}
else if ( d.HitType == TRACE_HitCeiling )
{
if ( d.Hit3DFloor ) hitnormal = -d.Hit3DFloor.bottom.Normal;
else hitnormal = d.HitSector.ceilingplane.Normal;
}
else if ( d.HitType == TRACE_HitWall )
{
hitnormal = (-d.HitLine.delta.y,d.HitLine.delta.x,0).unit();
if ( !d.LineSide ) hitnormal *= -1;
}
let p = Spawn("SWWMBulletImpact",d.HitLocation+hitnormal);
p.angle = atan2(hitnormal.y,hitnormal.x);
p.pitch = asin(-hitnormal.z);
p.target = self;
if ( d.HitLine ) d.HitLine.RemoteActivate(self,d.LineSide,SPAC_Impact,d.HitLocation);
let b = Spawn("GoldenImpact",d.HitLocation+hitnormal*4.);
b.angle = atan2(hitnormal.y,hitnormal.x);
b.pitch = asin(-hitnormal.z);
b.target = self;
}
for ( int i=0; i<6; i++ )
{
let s = Spawn("SWWMSmoke",origin);
s.scale *= .8;
s.alpha *= .3;
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.);
}
for ( int i=0; i<10; i++ )
{
let s = Spawn("SWWMSpark",origin);
s.scale *= .2;
s.alpha *= .4;
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
}
for ( int i=0; i<50; i++ )
{
let s = Spawn("FancyConfetti",origin);
s.bAMBUSH = true;
s.vel += vel*.5+x*FRandom[Spreadgun](1.,20.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
}
SWWMUtility.DoKnockback(self,-x,30000.);
SWWMUtility.AchievementProgressInc("golden",1,player);
}
else
{
SpreadgunTracer st = new("SpreadgunTracer");
st.ignoreme = self;
for ( int j=0; j<20; j++ )
{
a = FRandom[Spreadgun](0,360);
s = FRandom[Spreadgun](0,.12);
dir = SWWMUtility.ConeSpread(x2,y2,z2,a,s);
st.hitlist.Clear();
st.shootthroughlist.Clear();
st.waterhitlist.Clear();
st.Trace(origin,level.PointInSector(origin.xy),dir,8000.,TRACE_HitSky);
ProcessTraceHit(st,origin,dir,9,7000,bc:5);
}
for ( int i=0; i<16; i++ )
{
let s = Spawn("SWWMSmoke",origin);
s.special1 = 1;
s.scale *= .9;
s.alpha *= .3;
s.SetShade(Color(1,1,1)*Random[Spreadgun](96,192));
s.vel += vel*.5+x*FRandom[Spreadgun](3.,5.)+y*FRandom[Spreadgun](-1,1)+z*FRandom[Spreadgun](-1,1);
}
for ( int i=0; i<20; i++ )
{
let s = Spawn("SWWMSpark",origin);
s.scale *= .3;
s.alpha *= .4;
s.vel += vel*.5+x*FRandom[Spreadgun](4.,8.)+y*FRandom[Spreadgun](-2,2)+z*FRandom[Spreadgun](-2,2);
}
SWWMUtility.DoKnockback(self,-x,20000.);
}
A_StartSound("spreadgun/hammer",CHAN_WEAPON,CHANF_OVERLAP);
invoker.fired = true;
}
action void A_LoadShell()
{
A_ChangeModel("",1,"","",5,"models","",CMDL_USESURFACESKIN,-1);
A_ChangeModel("",1,"","",4,"models",String.Format("Shell_%s.png",invoker.loadgold?"Gold":"Normal"),CMDL_USESURFACESKIN,-1);
A_StartSound("spreadgun/shellin",CHAN_WEAPON,CHANF_OVERLAP);
invoker.goldload = invoker.loadgold;
invoker.loadgold = false;
let amot = invoker.goldload?invoker.AmmoType2:invoker.AmmoType1;
if ( !invoker.FetchBufferedAmmo(amot,1) && !sv_infiniteammo && !FindInventory('PowerInfiniteAmmo',true) )
{
let amo = invoker.goldload?invoker.Ammo2:invoker.Ammo1;
if ( amo.Amount > 0 ) amo.Amount--;
}
invoker.chambered = true;
invoker.fired = false;
invoker.ClearBufferedAmmo();
}
action void A_Prime()
{
if ( invoker.fired || invoker.wasfired )
A_StartSound("spreadgun/hammer",CHAN_WEAPON,CHANF_OVERLAP);
A_ChangeModel("",1,"","",5,"models","",CMDL_USESURFACESKIN,-1);
}
action State A_SpreadgunReady()
{
int flg = WRF_ALLOWZOOM|WRF_ALLOWUSER1|WRF_NOSECONDARY;
if ( ((invoker.Ammo1.Amount > 0) || sv_infiniteammo && FindInventory('PowerInfiniteAmmo',true)) && (invoker.fired || !invoker.chambered || invoker.goldload) )
flg |= WRF_ALLOWRELOAD;
if ( ((invoker.Ammo2.Amount > 0) || sv_infiniteammo && FindInventory('PowerInfiniteAmmo',true)) && (invoker.fired || !invoker.chambered || !invoker.goldload) )
flg &= ~WRF_NOSECONDARY;
if ( invoker.fired || !invoker.chambered ) flg |= WRF_NOPRIMARY; // until 1.4, dry-fire animation not implemented
A_WeaponReady(flg);
if ( player.cmd.buttons&(BT_ATTACK|BT_ALTATTACK) )
invoker.CheckAmmo(EitherFire,true);
return ResolveState(null);
}
override bool PickupForAmmoSWWM( SWWMWeapon ownedWeapon )
{
bool good = Super.PickupForAmmoSWWM(ownedWeapon);
let Owner = ownedWeapon.Owner;
if ( (AmmoGive1 == 0) && !fired && chambered )
{
let loadammo = goldload?AmmoType2:AmmoType1;
let cur = Owner.FindInventory(loadammo);
if ( !cur )
{
cur = Inventory(Spawn(loadammo));
cur.Amount = 0;
cur.AttachToOwner(Owner);
}
// give the loaded shell (or drop)
if ( cur.Amount >= cur.MaxAmount ) cur.CreateTossable(1);
cur.Amount++;
good = true;
}
return good;
}
override void InitializeWeapon()
{
fired = false;
chambered = true;
goldload = false;
}
override void ModifyDropAmount( int dropamount )
{
Super.ModifyDropAmount(dropamount);
// toss some ammo while we're at it
if ( Random[Spreadgun](0,1) )
A_DropItem("RedShell",Random[Spreadgun](1,2));
}
override void MarkPrecacheSounds()
{
Super.MarkPrecacheSounds();
MarkSound("spreadgun/open");
MarkSound("spreadgun/hammer");
MarkSound("spreadgun/close");
MarkSound("spreadgun/shellin");
MarkSound("spreadgun/select");
MarkSound("spreadgun/deselect");
MarkSound("spreadgun/redfire1");
MarkSound("spreadgun/redfire2");
MarkSound("spreadgun/goldfire1");
MarkSound("spreadgun/goldfire2");
MarkSound("spreadgun/checkgun");
MarkSound("spreadgun/casing1");
MarkSound("spreadgun/casing2");
MarkSound("spreadgun/casing3");
MarkSound("spreadgun/casing4");
MarkSound("spreadgun/casing5");
MarkSound("spreadgun/casing6");
MarkSound("spreadgun/gcasing1");
MarkSound("spreadgun/gcasing2");
MarkSound("spreadgun/gcasing3");
MarkSound("spreadgun/pellet1");
MarkSound("spreadgun/pellet2");
MarkSound("spreadgun/pellet3");
MarkSound("spreadgun/pellet4");
MarkSound("spreadgun/pellet5");
MarkSound("spreadgun/pellet6");
MarkSound("spreadgun/pellet7");
MarkSound("spreadgun/pellet8");
MarkSound("spreadgun/pelletf1");
MarkSound("spreadgun/pelletf2");
MarkSound("spreadgun/pelletf3");
MarkSound("spreadgun/pelletf4");
MarkSound("spreadgun/pelletf5");
MarkSound("spreadgun/pelletf6");
MarkSound("spreadgun/goldexpl1");
MarkSound("spreadgun/goldexpl2");
}
Default
{
Tag "$T_SPREADGUN";
Inventory.PickupMessage "$I_SPREADGUN";
Obituary "$O_SPREADGUN";
SWWMWeapon.Tooltip "$TT_SPREADGUN";
SWWMWeapon.GetLine "getspreadgun";
Weapon.UpSound "spreadgun/select";
Weapon.SlotNumber 3;
Weapon.SelectionOrder 500;
Weapon.AmmoType1 "RedShell";
Weapon.AmmoGive1 1;
Weapon.AmmoType2 "GoldShell";
Weapon.AmmoGive2 0;
SWWMWeapon.DropAmmoType "SWWMShellAmmoSmall";
Stamina 15000;
+SWWMWEAPON.NOFIRSTGIVE;
Radius 10;
Height 24;
}
States
{
Spawn:
XZW1 A -1;
Stop;
Deselect:
XZW2 A 1
{
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
return A_JumpIf(invoker.fired,"DeselectFired");
}
XZW2 BCDEFGHI 1;
XZW2 I -1 A_FullLower();
Stop;
DeselectFired:
XZW2 Z 1;
XZW3 ABCDEFGH 1;
XZW3 H -1 A_FullLower();
Stop;
Select:
XZW2 I 1
{
A_FullRaise();
return A_JumpIf(invoker.fired,"SelectFired");
}
XZW2 JKLMNOPQ 1;
Goto Ready;
SelectFired:
XZW3 HIJKLMNOP 1;
Goto ReadyFired;
Ready:
XZW2 A 1 A_SpreadgunReady();
Wait;
ReadyFired:
XZW2 Z 1 A_SpreadgunReady();
Wait;
Fire:
XZW2 A 1
{
A_FireShell();
return ResolveState(null);
}
XZW2 RSTU 1;
XZW2 VWXY 2;
Goto ReadyFired;
AltFire:
#### # -1
{
A_PlayerReload();
invoker.wasgold = invoker.goldload;
invoker.loadgold = true;
A_SelectUnloadState();
}
Stop;
Reload:
#### # -1
{
A_PlayerReload();
invoker.wasgold = invoker.goldload;
invoker.loadgold = false;
A_SelectUnloadState();
}
Stop;
UnloadDummy: // overlay with shared functions for all unload anims
TNT1 A 11;
TNT1 A 14
{
invoker.chambered = false;
A_StartSound("spreadgun/open",CHAN_WEAPON,CHANF_OVERLAP);
}
TNT1 A 1 A_DropShell();
Stop;
UnloadDummyEmpty:
TNT1 A 11;
TNT1 A 14 A_StartSound("spreadgun/open",CHAN_WEAPON,CHANF_OVERLAP);
Stop;
UnloadFired:
XZW2 Z 2;
XZW3 QRST 2;
XZW3 UVWXYZ 1;
XZW4 ABCDEFGH 1;
XZW4 I 1;
Goto Reload2;
Unload:
XZW2 A 2;
XZW9 PQRS 2;
XZW9 TUVWXYZ 1;
XZWA ABCDEFG 1;
XZWA H 1;
Goto Reload2;
Reload2:
#### # -1 A_SelectLoadState();
Stop;
LoadDummy:
TNT1 A 9;
TNT1 A 12 A_LoadShell();
TNT1 A 2 A_StartSound("spreadgun/close",CHAN_WEAPON,CHANF_OVERLAP);
TNT1 A 2 A_Prime();
TNT1 A 1 { invoker.PlayUpSound(self); }
Stop;
LoadDummyEmpty:
TNT1 A 9;
TNT1 A 2 A_StartSound("spreadgun/close",CHAN_WEAPON,CHANF_OVERLAP);
TNT1 A 2 A_Prime();
TNT1 A 1 { invoker.PlayUpSound(self); }
Stop;
LoadFired:
XZW4 IJKLMNOPQRSTUVWXYZ 1;
XZW5 ABCDEFGHIJKLMNO 1;
Goto Ready;
Load:
XZWA HIJKLMNOPQRSTUVWXYZ 1;
XZWB ABCDEFGHIJKLMN 1;
Goto Ready;
Zoom:
XZW2 A 1
{
A_StartSound("spreadgun/checkgun",CHAN_WEAPON,CHANF_OVERLAP);
A_PlayerCheckGun();
return A_JumpIf(invoker.fired,"ZoomFired");
}
XZW5 PQRSTUVWXYZ 1;
XZW6 ABCDEFGHI 2;
XZW6 JKLMNO 1;
Goto Ready;
ZoomFired:
XZW2 Z 1;
XZW8 CDEFGHIJKLM 1;
XZW8 NOPQRSTUV 2;
XZW8 WXYZ 1;
XZW9 AB 1;
Goto ReadyFired;
DummyMelee:
TNT1 A 3
{
A_Parry(9);
A_PlayerMelee(true);
}
TNT1 A 1 A_Melee();
Stop;
User1:
XZW2 A 2
{
A_StartSound("spreadgun/deselect",CHAN_WEAPON,CHANF_OVERLAP);
return A_JumpIf(invoker.fired,"User1Fired");
}
XZW7 PQ 2;
User1Hold:
XZW7 R 1
{
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
A_Overlay(-9999,"DummyMelee");
}
XZW7 STUV 2;
XZW7 WX 3;
XZW7 Y 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1Hold");
XZW7 Y 0 { invoker.PlayUpSound(self); }
XZW7 Y 2;
XZW7 Z 2;
XZW8 AB 2;
Goto Ready;
User1Fired:
XZW2 Z 2;
XZW9 CD 2;
User1FiredHold:
XZW9 E 1
{
A_StartSound("demolitionist/swing",CHAN_WEAPON,CHANF_OVERLAP);
A_Overlay(-9999,"DummyMelee");
}
XZW9 FGHI 2;
XZW9 JK 3;
XZW9 L 0 A_JumpIf(player.cmd.buttons&BT_USER1,"User1FiredHold");
XZW9 L 0 { invoker.PlayUpSound(self); }
XZW9 LMNO 2;
Goto ReadyFired;
FlashRed:
XZW0 A 2 Bright
{
let l = Spawn("SWWMWeaponLight",pos);
l.args[3] = 120;
l.target = self;
}
Stop;
FlashGold:
XZW0 B 2 Bright
{
let l = Spawn("SWWMWeaponLight",pos);
l.args[3] = 300;
l.target = self;
}
Stop;
}
}